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] Fri, 10 January 2014 14:35 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
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_man
CZ 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_man
AK 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_man
Tacticool 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_man
Rate reducer - can attach to some non AR-15 guns (FN F2000 Tactical, L85A2 LSW...)
- is this intended?

Not replicated in v4.48 RC


goc_man
9mm Drum adapter doesn't reduce reliability like other drum adapters

Fixed: -10% General and Ready AP reductions, and -1 reliability


goc_man
MP5/40A3 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



Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329682] Fri, 10 January 2014 15:04 Go to previous messageGo to next message
Parkan

 
Messages:447
Registered:April 2010
Location: Russia,Sevastopol

I have a question:Do you update UC mercprofiles.xml with new backrounds feature?
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329694] Sat, 11 January 2014 02:20 Go to previous messageGo to next message
Slax

 
Messages:1446
Registered:July 2006
Location: People riding polar bears...
M16AMachinegun
Better than me, Slax! I got into this game late April and I've yet to complete the campaign once! Too many updates @.@

Oh my, no. Haven't finished a campaign in YEEEARS. Mid-to-late game loses all charm and I start over again and again. And again. AND AGAIN AND AGAIN AND AGAIN!

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329702] Sat, 11 January 2014 16:30 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Parkan
I 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



Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329705] Sat, 11 January 2014 17:47 Go to previous messageGo to next message
Parkan

 
Messages:447
Registered:April 2010
Location: Russia,Sevastopol

moral drop fixed with 6748 version of exe.


Update:Forget about my question.i already see my answer in game files.


[Updated on: Sat, 11 January 2014 22:02] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329706] Sat, 11 January 2014 17:50 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Eh? As I noted above, no to updating mercprofiles.xml and related. It is quite tedious work that I've been putting off.

[Updated on: Sat, 11 January 2014 17:51] by Moderator



Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329707] Sat, 11 January 2014 18:25 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Reasonably important that I double post: Please delete the DATA-UC113 folder before installing the above release candidate. Some of the "New Maps" were found to be unnecessary so I simply deleted them from the release's appropriate map folder. Again, do not overwrite older Data-UC113 folder, delete it first before installing today's release candidate.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329711] Sat, 11 January 2014 22:03 Go to previous messageGo to next message
Parkan

 
Messages:447
Registered:April 2010
Location: Russia,Sevastopol

Spotted one minor thing:You not added to MercProfiles.xml 3 additional IMP chars(Id-192,193,194),in other files-they exist.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329897] Tue, 21 January 2014 16:51 Go to previous messageGo to next message
Funo

 
Messages:9
Registered:April 2012
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

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330167] Wed, 29 January 2014 16:32 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Parkan
Spotted 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.


Funoslav
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?


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



Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330282] Sun, 02 February 2014 17:25 Go to previous messageGo to next message
Osprey_32
Messages:3
Registered:July 2013
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.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330529] Tue, 11 February 2014 19:04 Go to previous messageGo to next message
Akbabush57

Messages:4
Registered:February 2013
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

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330557] Wed, 12 February 2014 19:02 Go to previous messageGo to next message
Gigagames

 
Messages:33
Registered:January 2013
Hello,
i cant use the Heli, if i will use it a "tooltip" came whit the text "Yes" if i set the place where i wanna go, the tooltip is still there, and i cant save / load / speedgame etc
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330620] Sat, 15 February 2014 16:13 Go to previous messageGo to next message
zan_laurin

 
Messages:5
Registered:February 2014
Location: Transylvania
I am playing JA2 Gold 1.13 (properly patched and with original UC folder) with:
  • SCI Unstable Revision 6722 on GameDir_1905
  • Urban Chaos-1.13 Release Candidate 1 20140111
Issue Encountered:
Spies cannot go in covert mode when using clothes items. I apply the clothes item to character and only get the sound confirmation, not the "covert" icon, or any text float saying I am disguised. Tried to get close to enemies to see if the mechanics work and they tear me a new one as soon as in visual range.

Also a minor issue (probably not related to this particular mod) game crashes on load game ~26 out of 100 consecutive loads regardless of what save game i use (fresh day 1 or otherwise)

Edit:
In Calisto there is a park where I found a Garden Pump Sprayer, unloading it of ammo creates a severely damaged EMP Railgun :/ not sure if easter egg or bug hehe. Playing on Realistic not SciFi

Notes:
  • On a clean JA2 install I tried Urban Chaos-1.13 4.47 20130719 Full with SCI Unstable Revision 6232 on GameDir 1704 and spy mechanics work so it must be something in RC1;
  • On a clean JA2 install I tried Arulco Folding Stock v4.48 Release Candidate 6 20140111 with SCI Unstable Revision 6722 on GameDir 1905 and I encountered same issue: spies cannot go in covert mode. Maybe this will help narrow it down.

I tried to fix the issue myself but I'm not familiar with the files that affect the spy mechanics. Any tip would be welcome. Thanks Smile

[Updated on: Sun, 16 February 2014 13:30] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330644] Sun, 16 February 2014 17:51 Go to previous messageGo to next message
Akbabush57

Messages:4
Registered:February 2013
Hi again, I'm playing Urban Chaos-1.13 Release Candidate 1 20140111

over SCI_Unstable_Revision_6722_on_GameDir_1905

and found this (only in expert difficulty I guess):

http://i940.photobucket.com/albums/ad245/xanderroot/Bug1_zpsa9cf1d61.jpg

That Stechkin APS in the cargo box is glitched, others that can be found on dead enemys are fine.

And also:

http://i940.photobucket.com/albums/ad245/xanderroot/Bug2_zpsfb3297a9.jpg

sometimes in the first map, around my cursor (the red X) there is a militamen usually gets

knocked down in first turn not because an enemy shot him or her. Looks like his\her energy is

depleted or they are spawning on that red obstacles and they fall!? Map editor issue I guess..
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330677] Tue, 18 February 2014 16:41 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Quick Update: I'm nearly done updating the Merc Profiles XML, still need to move a mod specific NPC's in favour of v1.13 merc. Bit of a problem however, there seem to be some v1.13 entries conflicting with original Urban Chaos NPC's - an entry for "tank" if I remember correctly in v1.13 is occupying the spot used for a NPC important to the in-game exposition scenes.



Quick Response to Posts Above:

@Osprey - most switches don't do anything, they're from original Urban Chaos as decoration. Faction hostilities are the main concern for me right now but I've got workarounds to make people shoot at your team as needed right now. Log externalization is beyond the scope of this (data) mod, needs programming before that can be fixed.

@Gromak - I'll check to see what is going on with covert items next. In the meantime, can you see if covert works in stock game under SCI Unstable Revision 6722 on GameDir_1905 please.

@Akbabush - I'll fix the item XML causing the NADA. The unreachable areas are intentional, I needed to corral some militia so that the doors were minimally guarded.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330686] Tue, 18 February 2014 19:19 Go to previous messageGo to next message
Funo

 
Messages:9
Registered:April 2012
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

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330688] Tue, 18 February 2014 20:10 Go to previous messageGo to next message
zan_laurin

 
Messages:5
Registered:February 2014
Location: Transylvania
wil473

[...]
@Gromak - I'll check to see what is going on with covert items next. In the meantime, can you see if covert works in stock game under SCI Unstable Revision 6722 on GameDir_1905 please.
[...]

Confirmed, using stock 6722/1905 covert mechanics work properly.
Also started a fresh new game using UC1.13 RC1 + 6722/1905 to exclude any possible savegame issues, problem exists with new game as well.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330711] Wed, 19 February 2014 16:36 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Gromak
wil473

[...]
@Gromak - I'll check to see what is going on with covert items next. In the meantime, can you see if covert works in stock game under SCI Unstable Revision 6722 on GameDir_1905 please.
[...]

Confirmed, using stock 6722/1905 covert mechanics work properly.
Also started a fresh new game using UC1.13 RC1 + 6722/1905 to exclude any possible savegame issues, problem exists with new game as well.


It looks like something changed with how clothe items are enumerated in clothes.XML - in my projects the items.XML indexes are used (just like in weapons.XML), and in the more recent v1.13 they seem to have an independent index. I'm putting together another RC for this weekend but so far it looks like you can simply copy clothes.XML from Data-1.13\TableData\Items to Data-U113\TableData\Items to fix the problem.


It looks like I will not be able to add in the three Metavira M.E.R.C. mercs until the civilian faction hostilities are working without the help of NPC triggers. I've run out of usable merc indexes - there are two spots left and I'm keeping them free if the "Tank" and "Helicopter" NPC's are actually needed.

Related to this is that the two vehicle related v1.13 NPC's are using indexes that original Urban Chaos used for scripted NPC's.

[Updated on: Wed, 19 February 2014 16:37] by Moderator



Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330712] Wed, 19 February 2014 17:29 Go to previous messageGo to next message
zan_laurin

 
Messages:5
Registered:February 2014
Location: Transylvania
Thanks for the solution, all I wanted to hear. Since RC1 game experience seems otherwise rock solid (so far). I'll list here any bugs I find on the way, if any.

Edit: Bug found at game start, in RC1 the last Background you can select is Drill Sergeant, you cannot scroll past that one. Installed latest SCI (6871/1931) just for testing and problem seems to be gone.

[Updated on: Wed, 19 February 2014 19:09] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330725] Thu, 20 February 2014 13:39 Go to previous messageGo to next message
Flugente

 
Messages:3482
Registered:April 2009
Location: Germany
Gromak
Edit: Bug found at game start, in RC1 the last Background you can select is Drill Sergeant, you cannot scroll past that one. Installed latest SCI (6871/1931) just for testing and problem seems to be gone.
That bug was fixed in r6728, I assume RC1 uses an older exe.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330828] Mon, 24 February 2014 05:38 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
[s]Urban Chaos-1.13 v4.48 RC2 20140223[/s]
Obsolete, see Current Release Candidate




Notes
  • Does not include any features not planned for the 2014 Spring Stable Release (in fact is missing a few features planned for this release)
  • updated MercProfiles.XML for new features, including snitch trait
  • fixes incorrect Merc inventories, doctors had golf bag replaced by radio parts, from RC1
  • fixes clothes feature not working, due to index changes introduced by newer versions of v1.13
  • fixes A9 Expert level item drop XML, due to removal of map compatibility items in v4.48

[Updated on: Tue, 15 April 2014 16:02] by Moderator



Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331084] Thu, 06 March 2014 21:35 Go to previous messageGo to next message
Sgt York

 
Messages:80
Registered:June 2000
Location: San Antonio TX
I've been playing UC 113v4.47, 2013/07/17, SCI Rev 6232 on GameDir 1704, since early January. I am at progress level 57/57. So far I have encountered only annoying problems which (very) frequent saves allow me to recover from and move on. I have just today encountered a more difficult problem: I can no longer save.

Attempted autosaves fail with this message in the bottom left of the screen: "(1st line) DEBUG: ERROR writing map temp files (2nd line) ERROR saving the game". The game then resumes seemingly without any other error. A new saved file is created, but it is corrupted and won't load.

Attempted quick saves result in the same message enclosed in a box in the center of the screen with an OK button, which when selected causes the game to resume as before and creates a corrupted save.

Attempted regular saves result in the message "ERROR saving the game", and then the game exits to the normal load screen to start new/reload existing game. Again, a corrupted save is created which won't load.

I'm guessing the game is looking for a designated folder to store map temp files and for some reason now can't find it. Where can I look for this folder and how can I restore it?

Do you have other suggestions? As it is, I have a broken game that I really would like to finish.

Thanks for any help

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331196] Tue, 11 March 2014 18:44 Go to previous messageGo to next message
rummtata

 
Messages:104
Registered:April 2011
Location: Germany
Playing UC 1.13 v.4.47 with SCI_Unstable_Revision_6232_on_GameDir_1704, installed on top of a fresh vanilla game following the manual's instructions.

My game suffers from the item vanishing bug which has been discussed earlier (sector inventory vanishes when switching from strategic to tactical view).

Any advice? Would using a different SCI revision solve this problem?

Keep up the great work =)
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331291] Sat, 15 March 2014 17:58 Go to previous messageGo to next message
Funo

 
Messages:9
Registered:April 2012
rummtata
Playing UC 1.13 v.4.47 with SCI_Unstable_Revision_6232_on_GameDir_1704, installed on top of a fresh vanilla game following the manual's instructions.

My game suffers from the item vanishing bug which has been discussed earlier (sector inventory vanishes when switching from strategic to tactical view).

Any advice? Would using a different SCI revision solve this problem?

Keep up the great work =)


I am playing with the 6967 version of 1.13 and no more item vanishing as you described / as i experienced with the 6232 build.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331346] Tue, 18 March 2014 01:06 Go to previous messageGo to next message
rummtata

 
Messages:104
Registered:April 2011
Location: Germany
I'll try that one, thanks! Smile
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331357] Tue, 18 March 2014 13:42 Go to previous messageGo to next message
Parkan

 
Messages:447
Registered:April 2010
Location: Russia,Sevastopol

Why RGD-5 grenade has a too little damage(5 damage).It is not logical and very low.It is a bug or what?All mods(AFS,UC,Dl)has such unlogical thing.

[Updated on: Tue, 18 March 2014 13:42] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331363] Tue, 18 March 2014 17:47 Go to previous messageGo to next message
Uriens

 
Messages:332
Registered:July 2006
From what I saw, it uses new fragmentation damage where it explodes into fragments and fragment's like bullets hit things randomly in the area. One of my mercs got hit by RGD5 grenade in prone position and in exploded right under him. It did around 5000 damage to him (not a typo).
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331468] Sun, 23 March 2014 15:06 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Busy for the last few weeks with other matters.

RGD5 is a bug, fixed in working files for now. Thanks Parkan for finding it, if the last version of DL-1.13 had it then it must have been present for some time.

@Sgt York - only suggestion is to install v4.47 into a new directory install of Jagged Alliance 2 v1.13 and copy the saves over from the original's profiles folder to see if the saves are salvageable. You may want to try using the latest SCI, not for any bug fixes or new features but for the .exe to possibly update the saves as they are being loaded.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331592] Wed, 02 April 2014 01:19 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Urban Chaos-1.13 v4.48 Release Candidate 3 20140401

Another RC, tested with:
SCI_Unstable_Revision_7130_on_GameDir_2005
SCI_Unstable_Revision_7141_on_GameDir_2007

EDIT: as before please remember to delete Data-UC113 before installing

  • Fixed RGD-5, incorrect damage
  • Updated MercProfiles.XML, significant changes to how backgrounds were handled since RC2
  • Updated Ja2_Options.INI
    - - also changes below


In addition to adding new items to Ja2_Options.INI I've also decided to make some changes.

Mobile Militia (but not Town Militia) now have the daily upkeep fee from v1.13:
DAILY_MILITIA_UPKEEP_MOBILE_GREEN 	= 15	was 0
DAILY_MILITIA_UPKEEP_MOBILE_REGULAR 	= 30	was 0
DAILY_MILITIA_UPKEEP_MOBILE_ELITE 	= 45	was 0



I've decided to use v1.13's suppression values instead of watering them down (one less set of values that has to be maintained).
SUPPRESSION_EFFECTIVENESS = 75	was 50

MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40	was 10



And I'm raising the increment back to 60, hopefully the crude workaround for bad AI won't be needed.
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60	was 30

[Updated on: Tue, 15 April 2014 16:00] by Moderator



Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331600] Wed, 02 April 2014 17:17 Go to previous messageGo to next message
Parkan

 
Messages:447
Registered:April 2010
Location: Russia,Sevastopol

I am a little curious,why in all your mods the Rising gun Ap cost is doubled(or tripled),than a vanilla Ap rising gun cost?It is a little uncomfortable...It was rised in ja2_option.ini and in all weapons in weapons.xml

[Updated on: Wed, 02 April 2014 17:19] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331757] Tue, 15 April 2014 15:55 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Parkan
I am a little curious,why in all your mods the Rising gun Ap cost is doubled(or tripled),than a vanilla Ap rising gun cost?It is a little uncomfortable...It was rised in ja2_option.ini and in all weapons in weapons.xml


I think I've gone over this already, but in brief: wanted the raising weapon cost to mean something
- per gun, this meant I needed a larger spread of numbers
- more risk to player if they are caught with wrong gun out (or do not have the right gun for the situation)
- works into implementation of ChrisL's OCTH nerfs, 1st shot adds a fraction of raising gun cost

EDIT: by the way, RC3 has been tested with SCI_Unstable_Revision_7141_on_GameDir_2007 which has a bugfix with the item comparison feature. By tested, I mean I launched the game and no errors came up (I also check with the compare plugin in Notepad++ that no new INI options have been added).

[Updated on: Tue, 15 April 2014 16:00] by Moderator



Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331838] Sun, 20 April 2014 19:45 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331969] Mon, 28 April 2014 03:15 Go to previous messageGo to next message
zan_laurin

 
Messages:5
Registered:February 2014
Location: Transylvania
Currently using Urban Chaos-1.13 v4.48 Release Candidate 3 20140401

I've spent 30 min trying to find the shipping crate in Troy, even used GABBI and Alt+E to comb the five sectors still no luck. Searched on this site, youtube and to no avail. Please advise Smile
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331971] Mon, 28 April 2014 15:39 Go to previous messageGo to next message
Uriens

 
Messages:332
Registered:July 2006
I think it's placed in the underground near bullet train station. It's quite bad place btw as you can't move items from there any other way but manually which beats the whole point of having that shipping destination in the first place.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #331972] Mon, 28 April 2014 15:54 Go to previous messageGo to next message
zan_laurin

 
Messages:5
Registered:February 2014
Location: Transylvania
Thanks Uriens.

The shipment email said airport, didn't even bother to look underground Razz
Right... 500kg of ammo to haul from underground, better get at it.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332143] Sat, 03 May 2014 13:41 Go to previous messageGo to next message
svtlio

 
Messages:11
Registered:April 2014
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

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332161] Sat, 03 May 2014 23:36 Go to previous messageGo to next message
yghern

Messages:1
Registered:May 2014
Location: Poland
Acqsen
Having 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.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332275] Wed, 07 May 2014 19:55 Go to previous messageGo to next message
duce11

 
Messages:5
Registered:March 2011
maybe this has been reproted before,its nothing much just a small one i think, but if you apply the ras kit to an SKS rifle the picture of the SKS doesn't change to the one displayed in bobby rays.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332309] Thu, 08 May 2014 20:03 Go to previous messageGo to previous message
mr_clark

 
Messages:46
Registered:December 2011
Location: Potsdam, Germany
duce
maybe this has been reproted before,its nothing much just a small one i think, but if you apply the ras kit to an SKS rifle the picture of the SKS doesn't change to the one displayed in bobby rays.


I don't think that's really a mistake/bug. In this mod the new stock is represented by the attachment and not by a merge into a new item, like in other mods.
Though I must admit, that I personally would prefer the "new item" with "new look", but that's just a minor cosmetic grief.
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