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 201-/--/--)
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #339240 is a reply to message #339239] Wed, 04 February 2015 02:17 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
The INI's in UC-1.13 v4.50 and the other v4.50 mods contain "legacy" entries for compatibility with both SCI and the Stable - end result, my INI's are going to be a bit messy until I drop support for Stable 2014.

I would suggest trying the mod with no modification to the INI's if this is your first run in a while under v1.13. Additionally, I've made no attempt to balance for INSANE or IRON MAN modes. Actually avoid Iron Man if you're using the SCI as it is the "unstable" release.

EDIT: downloading SCI 7723 now myself for a new production install. I'll check v4.50 and update the official requirements as needed.

UC-1.13 Navigation Block

[Updated on: Wed, 04 February 2015 02:44]




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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #339263 is a reply to message #339240] Wed, 04 February 2015 19:41 Go to previous messageGo to next message
Funo
Messages:9
Registered:April 2012
It is not my first time customizing the ini files, but still i wonder how many old settings were transferred out of the ini files during the course of updating 1.13. The interesting thing is , why the starting_cash option was put out ( because it is a interesting option ), anyway now i need to go through the Tabledata to check the inside of the settings ( because i want to know cheeky ).

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #339267 is a reply to message #339263] Wed, 04 February 2015 21:27 Go to previous messageGo to next message
silversurfer

 
Messages:2223
Registered:May 2009
Someone thought it was a good idea to move difficulty related settings from the ini to a new xml. Starting cash was one of the difficulty settings. Unfortunately the new method isn't complete, not explained anywhere how and why and doesn't work beyond the standard difficulty levels that we always had despite of claiming that we can add more.



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

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #339645 is a reply to message #339267] Tue, 24 February 2015 23:27 Go to previous messageGo to next message
Headhunter

 
Messages:268
Registered:November 2009
Location: Sweden
I'm getting a weird error message that looks like it's related to the discussion. I've just installed UC 4.50 on 1.13 7609. I've made it run windowed, but other than that haven't changed or even touched anything. I get to the menu just fine, then I get this: http://i.imgur.com/VMF7n6U.jpg

[Updated on: Tue, 24 February 2015 23:29]




Give me beer or give me death!
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #339646 is a reply to message #339645] Wed, 25 February 2015 01:24 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Which VFS INI are you using? 7609 is the patch to 2014 Stable if I'm not mistaken. UC-1.13 v4.50 has a separate set of VFS configs for stable. EDIT: the Stable INI is not set by default when the mod is installed.

[Updated on: Wed, 25 February 2015 01:34]




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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #339648 is a reply to message #339646] Wed, 25 February 2015 08:58 Go to previous messageGo to next message
Headhunter

 
Messages:268
Registered:November 2009
Location: Sweden
I don't know, I do I check that?

Yes, 7609 is the stable patch.

Edit: Never mind! Solved it!

[Updated on: Wed, 25 February 2015 20:40]




Give me beer or give me death!
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #340605 is a reply to message #339648] Sun, 19 April 2015 15:37 Go to previous messageGo to next message
Dyson

 
Messages:203
Registered:December 2008
I am playing Urban Chaos-1.13 v4.50 Full 20141222 with SCI_Unstable_Revision_7679_on_GameDir_2188.

I have a question about the aiming levels:
I cannot get beond 3 or 4 times to reduce the aimig circle. I can spend more points on aiming but the tarhget circle just keeps too wide. Even with sniper trait, sniper rifle and sniper sope it is not possible to get the aiming more precise.
I understand that aiming depends on different things but I do not think that everything is right with my game, when I cant hit the nemey, even he is noch veryy far away (I disabled the range effects aiming).

Can you tell me, where to tweak, to get the aiming proper?
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #340609 is a reply to message #340605] Sun, 19 April 2015 22:47 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Dyson wrote on Sun, 19 April 2015 15:37
Can you tell me, where to tweak, to get the aiming proper?

CTHConstants.ini, DEGREES_MAXIMUM_APERTURE.
Probably your best bet.



1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #340616 is a reply to message #340605] Mon, 20 April 2015 02:17 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Dyson wrote on Sun, 19 April 2015 07:37
I am playing Urban Chaos-1.13 v4.50 Full 20141222 with SCI_Unstable_Revision_7679_on_GameDir_2188.

I have a question about the aiming levels:
I cannot get beond 3 or 4 times to reduce the aimig circle. I can spend more points on aiming but the tarhget circle just keeps too wide. Even with sniper trait, sniper rifle and sniper sope it is not possible to get the aiming more precise.
I understand that aiming depends on different things but I do not think that everything is right with my game, when I cant hit the nemey, even he is noch veryy far away (I disabled the range effects aiming).

Can you tell me, where to tweak, to get the aiming proper?


From the mention of "target circle," it seems that you are using NCTH - therefore we need some more information on just what the sniping scenario is. For instance, which scope are you using? NCTH will penalize you, severely, for being too close with a scope. If you've been modifying settings in the INI, then you may have also inadvertently made things worse as quite a few things have changed since the original version (and claims made at that time that NCTH could be made to work just like OCTH). Additionally a screenshot or two may help.



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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #340624 is a reply to message #340616] Mon, 20 April 2015 20:53 Go to previous messageGo to next message
Uriens

 
Messages:328
Registered:July 2006
Just a couple of bug's I ran so far:
1. Enemy elite at C11 has nada item instead of armor. IIRC he used to have commando or striker vest. Since these still work in game I'm guessing that item ID's changed but the sector wasn't updated to reflect that.
2. Seems that 1.5x scope is worse then Iron Sights. I'm guessing they need to be updated. I suggest going through all scopes in that case, just to be sure it's all good.

Edit:
3. SectorNames.xml has no entries for <usCivilianPopulation> which makes it near impossible to play with volunteer militia pool or diseases settings since they both rely on those values.
4. Seems that for some reason Kerberus doesn't recognize any of the sectors as a valid entry point. I've looked through both Facilities.xml and FactilityTypes.xml but can't find the reason for that. Seems that Airport facility has a properly set <pmcentrypoint>1</pmcentrypoint> and they are set on the map but still no possible entry points from Kerberus. Not sure what is wrong here.

[Updated on: Mon, 20 April 2015 21:53]

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #340696 is a reply to message #340624] Fri, 24 April 2015 15:34 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Uriens wrote on Mon, 20 April 2015 12:53
Just a couple of bug's I ran so far:
1. Enemy elite at C11 has nada item instead of armor. IIRC he used to have commando or striker vest. Since these still work in game I'm guessing that item ID's changed but the sector wasn't updated to reflect that.
2. Seems that 1.5x scope is worse then Iron Sights. I'm guessing they need to be updated. I suggest going through all scopes in that case, just to be sure it's all good.

Edit:
3. SectorNames.xml has no entries for <usCivilianPopulation> which makes it near impossible to play with volunteer militia pool or diseases settings since they both rely on those values.
4. Seems that for some reason Kerberus doesn't recognize any of the sectors as a valid entry point. I've looked through both Facilities.xml and FactilityTypes.xml but can't find the reason for that. Seems that Airport facility has a properly set <pmcentrypoint>1</pmcentrypoint> and they are set on the map but still no possible entry points from Kerberus. Not sure what is wrong here.


Looks like another XML only patch in the works...

Additionally, it looks like you're seeing the same thing I was seeing right before the release of v4.50 with the iron sight vs 1.5x scopes. Still thinking of removing the penalty I use on scopes to zero out things - this was part of my original system to even out things with NCTH from before the current changes.

Right now I'm reworking the variable power scopes to account for a crash cause by item transformation.



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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #340729 is a reply to message #340696] Sun, 26 April 2015 00:09 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
@Wil473 regarding variable power scopes to account for crashes: Excellent! That Dual Mode Scope is super cool happy
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #340801 is a reply to message #340616] Wed, 29 April 2015 22:42 Go to previous messageGo to next message
Dyson

 
Messages:203
Registered:December 2008
Slax, Wil473:
Thanks, for the answer. Here is a screenshot.
http://abload.de/thumb/sniper4qjt4.jpg
Character has 90+ Mrk and "Sniper" trait.
Misses ~3 of 4 times.
Scope is in "9x" but circle does not get smaller.
Trying to change the scope mode ingame, results in a crash.

http://abload.de/thumb/error17pa7.jpg

[Updated on: Wed, 29 April 2015 23:52]

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #340803 is a reply to message #340801] Wed, 29 April 2015 23:55 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
You're too close. Reticle says you're at a distance where 6.4 magnification would be optimal. Back dat ass up, Raven.



1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #340814 is a reply to message #340803] Thu, 30 April 2015 19:11 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
That or change scope modes, yes
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #340962 is a reply to message #316064] Tue, 12 May 2015 12:24 Go to previous messageGo to next message
Michael Gal

 
Messages:11
Registered:May 2015
Location: Balgownie NSW Australia
Hi, im new on this forum and bare with me and my error the game crashes to desktop.

After a fresh install of Jagged Alliance 2 with 1.13 (Build: 7609, 25 October 2014) and Urban Chaos v4.50.1 three days ago, I have both Ellie & Rude Dog and the UAZ/Jeep from sector A-10.

My problem is when i store items in Utility Crates via a character and then place them in the UAZ/Jeep and move to another sector, than when i place them into a player to get the items from the Utility Crate the game crashes to desktop.

Thanks all help is appricated.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341012 is a reply to message #340962] Sat, 16 May 2015 18:22 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Now this is interesting. Subsonic 5.56 users beware.



1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341013 is a reply to message #341012] Sun, 17 May 2015 03:43 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
Slax, are you sure you meant to put this in UC-1.13 Discussions and Bug Reporting and not in the weapons/items suggestion thread?
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341015 is a reply to message #341013] Sun, 17 May 2015 06:00 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
I'm not requesting anything. Just pointing out something interesting.



1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

github11.png  Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341158 is a reply to message #341015] Mon, 25 May 2015 15:40 Go to previous messageGo to next message
damnatia
Messages:6
Registered:August 2012
Im playing 1.13 7435 with DL ( sorry not sure which version of DL) Any way when i go to Dume island and enter the mine part i get confronted with a T-2000 he says his piece then screen goes black and crashes to desktop any ideas? Also the villa part of dume P3 respawns every time i reload the map now, im guessing thats not meant to be lol killing all those Chiggers and leet troops again really sucks ^-^

[Updated on: Mon, 25 May 2015 16:03]

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341209 is a reply to message #341158] Thu, 28 May 2015 13:54 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
damnatia wrote on Mon, 25 May 2015 07:40
Im playing 1.13 7435 with DL ( sorry not sure which version of DL) Any way when i go to Dume island and enter the mine part i get confronted with a T-2000 he says his piece then screen goes black and crashes to desktop any ideas? Also the villa part of dume P3 respawns every time i reload the map now, im guessing thats not meant to be lol killing all those Chiggers and leet troops again really sucks ^-^


Odd, I thought I could move posts in this sub-forum. Damnatia, I've quoted your post in the correct DL-1.13 thread here: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=15716&goto=341208&#msg_341208 I'll get you an answer once I have a chance to reinstall the 2014 Stable.

EDIT: working on the XML's today

SectorNames.XML
- adding new tags such as <usCivilianPopulation> and <sRadioScanModifier>

[Updated on: Thu, 28 May 2015 14:27]




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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341265 is a reply to message #341209] Sat, 30 May 2015 17:46 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
This has only been tested briefly with SCI_Unstable_Revision_7866_on_GameDir_2243. I'll test with the 2014 Stable later when I have more time.


(Obsolete)Urban Chaos-1.13 Full Experimental v4.6x 20150530(Link now leads to the next Experimental release.)

General Overview
* Reduced AP usage for most scopes
* Variable magnification/function scopes now "actuated" via Scope Modes feature vs Item Transformation feature specific "Iron Sights" no longer implemented via on-weapon Percent Cap bonus, now long arms for the most part have a 10% Percent Cap bonus (this you might remember was one of the original NCTH aides my mods implemented, and is also the same bonus used by larger/longer barrel pistols to portray benefits of a longer sight radius)
* Scopes with magnification below 3x no longer remove the 10% Percent Cap bonus


Detailed Mechanics / Change Log 
(2015 Draft Scope Patch v0.1 20150503)
* Most Long Arms, <PercentCap> = 10, was variable depending on broad "guestimate" of quality of the iron sight (or was already just 10 for weapons where an "iron sight" bonus was never accounted for under the last NCTH implementation)
- - most shotguns now benefit from this as well
* All Scopes:
- - <PercentAPReduction> = 0, was variable depending on the scope's power, affects both NCTH and OCTH
* Scopes with Magnification below 3x
- - <PercentCap> = 0, was a variable penalty meant to zero out
* Scopes with Magnification of 3x and higher
- - <PercentCap> = -10, simply zeros out the long arm bonus
- - <PercentHandling> (Standing) = 2x <ScopeMagFactor>, was variable with "class" of magnification as opposed to directly linked
- - <PercentHandling> (Crouching) = <ScopeMagFactor> rounded to nearest integer, was carried over from Standing for the most part
- - <PercentHandling> (Prone) = 0, was carried over from Standing for the most part
* 504. Tactical Iron Sights, <AttachmentClass> = Iron Sights, was Iron Sight
* 512. 5.5x Reflex Scope:
- - <PercentReadyTimeAPReduction> = 0, was -10
- - <PercentAPReduction> = 0, was -10
* 522. Thermal Imaging(FLIR) - Weapon Sight, implemented new (2015) variable mode scope
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x, 4x, 5x
- - <ProjectionFactor> = 0, was 1.5
* 524. PO 3.5x21P:
- - <PercentAPReduction> = 0, was -10
- - <PercentCap> = 0, was -11
* 533. DM Sight, 4x, item removed
* 534. Dual Mode Sight:
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 4x
- - <HiddenAddon> = 0, was 1
- - <NotBuyable> = 0, was 1
- - <HiddenAttachment> = 0, was 1
- - <BlockIronSight> = 0, was 1
* 535. Variable Power Scope:
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 3x, 4x, 5x, 6x, 7x, 8x
- - <HiddenAddon> = 0, was 1
- - <NotBuyable> = 0, was 1
- - <HiddenAttachment> = 0, was 1
- - remaining stats appropriate to a 9x Scope
* 536. Variable Power RIS Scope
- - was <uiIndex> = 586, "Variable Power RIS Scope, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - remaining stats similar to Variable Power Scope
* 537. Variable Power RIS Scope/Reflex Mount
- - was <uiIndex> = 589, "Variable Power RIS Scope/Reflex Mount, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - remaining stats similar to Variable Power Scope
* 538. 1P21 Minuta Sniper Scope
- - was <uiIndex> = 540, "1P21 Minuta Sniper Scope, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - remaining stats similar to Variable Power Scope
* 539. PO-1.5-4.5x16
- - was <uiIndex> = 540, "1P21 Minuta Sniper Scope, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 1.5, 2x, 3x, 4x
- - remaining stats appropriate to a 4.5x Scope
* 540. no longer has an item
* 581 - 589. Lens items
* 591. TactiKool-Aid AR-15 RIS Scope Mount, <PercentCap> = 0, was -7 (no longer need to account for AR-15 "iron" sight)
* 593. TactiKool-Aid FAL Optics RIS, <PercentCap> = 0, was -5 (no longer need to account for FAL "iron" sight)
* 594. TactiKool-Aid H&K Optics RIS, <PercentCap> = 0, was -6 (no longer need to account for Heckler&Koch diopter "iron" sight)
* 595. TactiKool-Aid RSA/SVU RIS Scope Mount, <PercentCap> = 0, was -1 (no longer need to account for AK "iron" sight)
* 601. TactiKool-Aid Galil Tri-Rail, <PercentCap> = 0, was -3 (no longer need to account for Galil "iron" sight)
* 626-628. no longer have items
* 676. Heavy Bipod, <AimLevels> (Prone) = -1, was 0
* 678. Integral Battle Scope/Sight Combo:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 3.5x G36 Scope
- - <ScopeMagFactor> = 1.0, was 3.5
- - <PercentBase> = 0, was 10
- - <PercentTargetTrackingSpeed> = 0, was 5
- - <PercentCounterForceAccuracy> = 0, was -35
* 681. OICW Fire Control Module:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x
* 682. FN F2000 Fire Control Module:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x
- - <PercentAPReduction> = 0, was -10
- - remaining stats appropriate to a 3.5x Scope
* 685. ARX-160 Sight:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x
- - <PercentAPReduction> = 0, was -10
- - remaining stats appropriate to a 4.0x Scope
* 688. Integral Thermal Weapon Sight, <PercentCounterForceAccuracy> = -45, was 0

(Experimental 1/v4.6(x1) 20150530
* Lower Suppressor Penalties:
 - - All suppressors: General AP penalty gone
 - - Sound Suppressor: Ready AP penalty still 25%
 - - Premium Pistol Suppressor: Ready AP penalty lowered to 15%
 - - Magnum Pistol Suppressor: Ready AP penalty lowered to 15%
 - - Premium Magnum Pistol Suppressor: Ready AP penalty lowered to 10%
 - - all remaining suppressors: Ready AP penalty gone

* Lowered Grenade Launcher Penalties:
 - - Normal Size: 20% Ready AP penalty, 10% General AP penalty
 - - Short Tube: 15% Ready AP penalty, 5% General AP penalty
 - - Ergonomic/Very Small: 10% Ready AP penalty, 5% General AP penalty
 - - 3GL: 30% Ready AP penalty, 15% General AP penalty

* Lowered cost to reach first aiming level
 - - FIRST_AIM_READY_COST_DIVISOR = 6, was 5

* New Guns:
 - - SIG MPX-P and MPX-PSB in .375SIG, 9x19mm, and .40S&W
 - - SIG MPX in 9x19mm, and .40S&W (also changes to how calibre conversions and barrel types are handled)
 - - Noreen BN36 30-06
 - - Noreen BN36 .300WM
 - - Noreen Bad News
 - - LAR-47
 - - LAR-47 X-1
 - - (Generic) AR-47 in full, carbine, and SBR, with uppers
 - - (Generic) PAR-47 and MAR-47 variant

* Updated Data to SCI_Unstable_Revision_7866_on_GameDir_2243
 - - Ja2_Options.XML
 - - new 12 Gauge graphics (unused)
 - - SectorNames.XML, <usCivilianPopulation>, <usCurfewValue>, <sRadioScanModifier>, <usPrisonRoomNumber>

* Changed Merchants.XML, Tony:
 - - <useBRSetting> = 1, was 0
 - - <addToCoolness> = 3, was 1

* Changed Benelli R1
- <ubWeaponType> = Rifle, was Sniper Rifle
- <ubImpact> = 46, was 48
* Changed Gressar 2000, <ubImpact> = 46, was 48
* Changed Ruger M77 Hawkeye, <ubImpact> = 48, was 44
* Changed SIG MPX-K, <ubWeaponType> = Machine Pistol, was Submachinegun
* Changed Walther WA 2000, <ubImpact> = 46, was 48
* Changed 1677, <szLongItemName> = "M-LBE - Spec Ops Holster," was "M-LBE - Russian Pistol Holster"

* Fixed Ruger M77 Hawkeye, <APsToReloadManually> = 12, was missing
* Fixed M-LBE Holster, <szItemDesc> no longer misleading about attached suppressors
* Fixed Tactical Axe and variant, <ItemFlag> = 16384, was missing
* Fixed Shuriken and variant, <ItemFlag> = 16384, was missing

[Updated on: Wed, 12 October 2016 08:24]




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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341292 is a reply to message #341265] Mon, 01 June 2015 16:22 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Yum yum. Will give it a shot later today.



1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341300 is a reply to message #341292] Tue, 02 June 2015 00:08 Go to previous messageGo to next message
wolf00

 
Messages:1134
Registered:September 2006
Location: Czech Republic

d.a.t ar steyr aug ar have bug- mass order from boby rays shop,delivering in to your hands only test samples-single pieces ... i think you fixing similar problems at h&k 416... same bug is present in dl & afs mods instaled on sci 2243-data on 7866*exe

[Updated on: Tue, 02 June 2015 00:11]




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
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341326 is a reply to message #341300] Wed, 03 June 2015 18:03 Go to previous messageGo to next message
Max_for_Hire

 
Messages:33
Registered:March 2009
Sweet. Will try ASAP-
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341353 is a reply to message #341300] Fri, 05 June 2015 16:00 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
wolf00 wrote on Mon, 01 June 2015 16:08
d.a.t ar steyr aug ar have bug- mass order from boby rays shop,delivering in to your hands only test samples-single pieces ... i think you fixing similar problems at h&k 416... same bug is present in dl & afs mods instaled on sci 2243-data on 7866*exe


I took a look at the uppers and other "conversion" parts and noticed that some of them are using "real" in-game calibers and some fake ones meant for uppers. The H&K 416 uppers use the fake and the AUG parts use "real." Must have had a memory lapse for why I found it necessary in the first place to create duplicate calibers.

Another Experimental will be out soon with this fix, as well as LBE specific for carrying gun parts. I've already got most of the interface graphics redone to fit the small NIV pocket. There will be some new LBE items: Leg Rig, Combat Pack, M-LBE pouch, as well as repurposing of some existing LBE's that have become redundant due to advances in stock 1.13.

EDIT: sorry, forgot to mention why I'm announcing another experimental... this one will not be adding new magazine sizes/ammosizes to existing calibers, so no map work in this round.

[Updated on: Fri, 05 June 2015 16:01]




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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341354 is a reply to message #341353] Fri, 05 June 2015 21:53 Go to previous messageGo to next message
mr_clark

 
Messages:46
Registered:December 2011
Location: Potsdam, Germany
[quote title=Wil473 wrote on Fri, 05 June 2015 15:00]wolf00 wrote on Mon, 01 June 2015 16:08

Must have had a memory lapse for why I found it necessary in the first place to create duplicate calibers.


IIRC it was for preventing the possibilty to create infinite ammo from assembling and disassembling (some?) AR Type weapons. But don'T expect me to remember it right cheeky
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341355 is a reply to message #341354] Sat, 06 June 2015 00:32 Go to previous messageGo to next message
wolf00

 
Messages:1134
Registered:September 2006
Location: Czech Republic

dezert eagle are victims in this case.. have similar error like these asult rifles.. i try ordering some scar ar in my curent game..



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
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341356 is a reply to message #341355] Sat, 06 June 2015 03:02 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
wolf00 wrote on Fri, 05 June 2015 16:32
dezert eagle are victims in this case.. have similar error like these asult rifles.. i try ordering some scar ar in my curent game..


DE parts use the "real" calibre as well. To save on creating unnecessary dummy calibres I simply created a "pistol parts" calibre, so perhaps there may be other conversion kits down the road that may use it.

[quote title=mr_clark wrote on Fri, 05 June 2015 13:53]Wil473 wrote on Fri, 05 June 2015 15:00
wolf00 wrote on Mon, 01 June 2015 16:08

Must have had a memory lapse for why I found it necessary in the first place to create duplicate calibers.


IIRC it was for preventing the possibilty to create infinite ammo from assembling and disassembling (some?) AR Type weapons. But don'T expect me to remember it right cheeky
It is not just the calibre, there are also dummy magazines (with 0 size) that seem to be part of some workaround I forgot about...

I'm wondering if the DE frame/trigger group issue is related, I didn't see a 0 size magazine for its fake calibre (yeah I ended up creating a 2nd one before noticing I already had one).



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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341367 is a reply to message #341356] Mon, 08 June 2015 01:15 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
Attempting to use XML editor with UC113 v4.6x gives error: Could not find file '...\Data-UC113\BIGITEMS\P7item00.sti'
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341372 is a reply to message #341367] Mon, 08 June 2015 15:50 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
M16AMachinegun wrote on Sun, 07 June 2015 17:15
Attempting to use XML editor with UC113 v4.6x gives error: Could not find file '...\Data-UC113\BIGITEMS\P7item00.sti'


Sorry, looks like my failed attempt to fool the .exe into thinking I had sandbags on every map leaked into the Experimental. Delete files Mdp7items.STI and Mdp8items.STI from the INTERFACE folder.



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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341428 is a reply to message #341372] Sun, 14 June 2015 20:08 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
This has only been tested briefly with SCI_Unstable_Revision_7883_on_GameDir_2246.

Urban Chaos-1.13 Full Experimetal 2 v4.6x 20150614
* Implemented Gun Parts LBE
 - - changed all interface graphics for AR Upper Receivers to fit 29x23
 - - chagned AR-57 Upper Receiver, AR-57 SBR Upper Receiver, and AR-57 Suppressed Upper to use P4Items graphic libary
 - - changed Silhouette.XML, added 75.Upper and 76.Pistol Parts
 - - changed Pockets.XML, added 98.Upper, 99.Short Upper, 100.Pistol Parts, 101.Pistol Case (0-6, 13)
 - - re-size parts: 102.Pistol frame, 104.Small Pistol Parts, 152.Lower Receivers, 159.Pistol Parts, 191.SBR Upper Receivers, 192.Carbine Upper Receiver, 193.Upper Receiver, 201.Big Gun Parts
 - - changed item 747 now AR Uppers Bag, was Tactical Gun Bag, Graphics based on original from IoV
 - - added AR Leg Rig, Graphics based on original from v1.13
 - - added M-LBE - AR Upper Pouch, Graphics based on original from v1.13
 - - added Pistol Parts Case
 - - added AR Receiver Assault Pack, Graphics based on original from IoV

* Implemented LBE (Vest) Armour
 - - feature available for some time now in v1.13, ported from IoV custom .exe by DepressivesBrot and Zwoo+
 - - changed Striker Vest, Commando Vest, Commando Vest - Medic, Commando Vest - ASL/NCO, Commando Vest - Squad Leader to LBE (in reality just moved/renamed LBE items)
 - - changed remaining Commando LBE, renamed to be "vests"
 - - added Striker Vest Armour Pack, Commando Vest Armour Pack, and Commando Vest Armour Pack 2 - default attachments that supply armour values

* Changed Tactical Sling to be an attachment
 - - attaches to most guns via. using Laser Sight (N)CAP definition and Attachments.XML to fill in gaps
 - - no longer a LBE as it was found to cause the attachment to be come inseparable - still being looked into

* Changed graphics for all variable magnification scopes, removed numbers

* Workaround LBE removal from Armour Crash (affectes Commando and Striker armours)
 - - see above LBE (Vest) Armour for vests
 - - reversed attachment of Holsters and Pants, armour leggings now attach to LBE

* Fixed documentation for Experimentals, forgot new naming convention for LBE <szBRName>'s in prior documentation
* Fixed Rock River Arms LAR-47 X-1, included bayonet as attachment in error
* Fixed extra Mdp7items.STI and Mdp8items.STI files, these were included in Experimentals in error

[Updated on: Sun, 14 June 2015 20:09]




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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341430 is a reply to message #341428] Mon, 15 June 2015 00:27 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
Just going through the weapons here...

Looks like attaching a A3 lower with a acme burst trigger group will cause the trigger group to disappear. This is an easy fix, just set Trigger - Match Only to Trigger - Has 3 Round Burst / Autofire Only
Also there's no distinction for an Ares Shrike attached to an A4 lower at all. Same with LE901 lower.

Edit 1: Also noticed the SCAR SV variants have significantly lower range compared to, for example, the KAC SR-25. 550 range vs SR-25's 780. What's the reasoning for this?

[Updated on: Mon, 15 June 2015 00:28]

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341494 is a reply to message #341430] Sun, 21 June 2015 22:11 Go to previous messageGo to next message
ShadoWarrior

 
Messages:251
Registered:January 2006
Location: Twilight Zone
Does anyone have a link for "Urban Chaos-1.13 v4.50.1 Patch 20150418" and "Urban Chaos-1.13 Full Experimental 2 v4.6x 20150614" that doesn't use MediaFire or BitTorrent? I'm currently stuck using my local public library for internet access and they block everything even remotely connected with P2P. angry

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341496 is a reply to message #341494] Sun, 21 June 2015 23:44 Go to previous messageGo to next message
wolf00

 
Messages:1134
Registered:September 2006
Location: Czech Republic

wil473:thank very much.. for fixing stuff.. .223 remington seem not have merge in single rounds



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
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341497 is a reply to message #341496] Mon, 22 June 2015 04:59 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
@ ShadoWarrior: Sure, lemme upload to dropbox real quick
https://www.dropbox.com/sh/1jwwpwn4ojg8axl/AADiy2_TRfInML15Xh6KMwUYa?dl=0 < AFS v4.50.1 latest patch
https://www.dropbox.com/sh/j9kz40n6yemsgsr/AAA9Hh_XPN9JwM_e-f6buplVa?dl=0 < Urban Chaos-1.13 Full Experimental 2 v4.6x 20150614
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341505 is a reply to message #341497] Tue, 23 June 2015 18:01 Go to previous messageGo to next message
ShadoWarrior

 
Messages:251
Registered:January 2006
Location: Twilight Zone
TYVM, M16AMachinegun!

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341509 is a reply to message #341496] Wed, 24 June 2015 17:11 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
wolf00 wrote on Sun, 21 June 2015 15:44
wil473:thank very much.. for fixing stuff.. .223 remington seem not have merge in single rounds


I think you're referring to v1.13's Bullet(s) magazine type right? Just checked my files vs. v1.13's (one of the more recent SCI's) and it looks like I haven't gotten around to using this magazine type for anything. Next Experimental (not ready to break UC-1.13's maps yet) will have these magazine changes plus separate graphics for the crates.



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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341511 is a reply to message #341509] Wed, 24 June 2015 22:26 Go to previous messageGo to next message
wolf00

 
Messages:1134
Registered:September 2006
Location: Czech Republic

yes i refering to .223 bullet magazine. im talking exactly about .223 R match ammo...
i posting more coments later ...



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
bug6.png  Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341521 is a reply to message #316064] Fri, 26 June 2015 05:15 Go to previous messageGo to previous message
Someone64

 
Messages:40
Registered:May 2015
Location: Philippines
Starting a new game seems to start me here: i.imgur.com/IsaH8vV.png (can't post links yet not sure)
instead of the airplane which I'm supposed to spawn in. Attempting to move into the next sector (to the right) forces me to autoresolve (not even letting me go into tactical so I may just travel back from a different angle). Using latest experimental 1.13 from the ftp and latest experimental UC 1.13.

EDIT: God, I'm an idiot. The ini file had the wrong settings. Still, the forced auto-resolve thing still happens. Not entirely sure if this is a bug exclusive to this or if it's a bug at all.

[Updated on: Fri, 26 June 2015 05:29]

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