Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--) (Main Urban Chaos-1.13 thread)
UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #355673] Mon, 05 November 2018 03:23 Go to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
To go with a new (Experimental) Urban Chaos-1.13 (UC-1.13) mod a new thread as this one has gotten a bit too long: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20825&goto=355672&#msg_355672

Experimental: Urban Chaos-1.13 Full Experimental 10 v4.6x 20181105 *** Replaced by new Experimental, see linked posting December 23, 2018 ***

  • Revisions to NCTH, New Guns, Bug fixes, New Merchants and Built/Tested on SCI: SCI_JA2v1.13_Revision_8633_on_GameDir_2449 (November 1, 2018 SCI) available HERE
  • Full release, substitute for Urban Chaos-1.13 v4.50 20141222 (Full) during standard installation



Backpacks that Allow Both Climbing and Being Equipped With All Combat Pack

* both Go-Bag and Sniper Drag Bag will allow climbing while equipped (both proper backpack NIV slot or in-hand)
- - <fAllowClimbing> = 1 for both backpacks in Items.XML, and USE_GLOBAL_BACKPACK_SETTINGS = FALSE set in Ja2_Options.INI
* all combat pack items, including Radio and Diving Bottle have non-zero <lbeCombo> to allow being equipped with Go-Bag and Sniper Drag Bag
- - <lbeCombo> = 4 set in LoadBearingEquipment.XMLfor all combat packs not part of combo with normal backpacks

* Updated AmmoType.XML for ]SCI_JA2v1.13_Revision_8633_on_GameDir_2449
- - HEAT ammo now RGB defined orange
- - considering new colour scheme for ammos now that we have RGB (yes I could have had different colours under the old system but this one seems easier to work with, ie. Orange = RED=255, GREEN=165, BLUE=0

* Fixed 1691. Sniper Drag Bag, cleared <NotBuyable> tag set in-error
* Fixed 743. Go Bag, <szBRName> corrected to "Pack(b)-Go Bag," was "Pack(C)-Go Bag"



*** Unfinished Post ***

EDIT: I do no not have permission to pin/unpin threads - if anyone has a moment may I please have the old tread unpinned and the new one pinned. Thanks

[Updated on: Sun, 23 December 2018 18:28]




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 (2018/11/04 to 201-/--/--)[message #355816 is a reply to message #355673] Tue, 13 November 2018 02:26 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
EDIT: I should really check that something needs to be fixed... found that the tag in FacilityTypes.XML already exists. Can someone comment on if the Kerberos worked in UC-1.13 within the last year please, thanks.

Toggle Spoiler

[Updated on: Tue, 13 November 2018 02:36]




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 (2018/11/04 to 201-/--/--)[message #356018 is a reply to message #355816] Wed, 28 November 2018 13:48 Go to previous messageGo to next message
MH17

 
Messages:36
Registered:November 2018
Location: Antarctica
Dear Wil473,

First of all, I'd like to thank you VERY MUCH for the constant improving and updating the Urban Chaos Mod 1.13!!!
This is my favorite modification of my favorite video game!
You guys here are doing really awesome job and I cant even express how I enjoy the gameplay.
Just a few days ago I have managed to translate all item descriptions (weapons, ammo, armor etc) of Urban Chaos Mod into the Russian.
The translated items were included in Russian SCI of Urban Chaos Mod 1.13 prepared by Sevenfm.
As I know he is also a member of your fantastic team.

Secondly, I'd like to add a few items in the file "Items.xml" in order to allow customization of the tactical environment.
My plan is to add about five-ten items as building material in order to move wooden fences, furniture, steel boxes around the tactical map using the shovel.
I have already created a few entries in "StructureConstruct.xml" and "StructureDeconstruct.xml" to expand available options for the player, but it doesnt look enough.

I'll be happy if you could advice me any index range with empty entries in "Items.xml" where I may reserve around a dozen of data items for my needs.
In case of successful implementation I'll be happy to share the obtained results with you, or anyone else who would be interested.

Thank you again one more time!
MH17
Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #356050 is a reply to message #356018] Fri, 30 November 2018 07:49 Go to previous messageGo to next message
MH17

 
Messages:36
Registered:November 2018
Location: Antarctica
Dear developers,

I'd like to report a strange bug with M4/GP30 carbines (items 44, 45, 46).
It looks like after upgrade of typical M4 (for example Colt 777 or item 4272) the obtained weapon is not capable to accept the Russian GP30 launcher (item 50).
In addition to this issue I see a strange set of muzzle attachments available for its barrel. For example, AK muzzle brake and AK muzzle booster.

It seems to me that the list of attachments in the Items.xml for the M4/GP30 carbines should be replaced by the following list:
<AvailableAttachmentPoint>606208</AvailableAttachmentPoint> <!-- Muzzle brakes and silencers for AR rifles -->
<AvailableAttachmentPoint>2</AvailableAttachmentPoint> <!-- Laser sight -->
<AvailableAttachmentPoint>33554432</AvailableAttachmentPoint> <!-- Trigger group -->
<AvailableAttachmentPoint>64</AvailableAttachmentPoint> <!-- Optical sights -->
<AvailableAttachmentPoint>68719476736</AvailableAttachmentPoint> <!-- AR modular stock -->
<AvailableAttachmentPoint>18014398509481984</AvailableAttachmentPoint> <!-- 5,56 drum adapter -->
<AvailableAttachmentPoint>274877906944</AvailableAttachmentPoint> <!-- GP-30 and bipod -->
Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #356055 is a reply to message #356050] Fri, 30 November 2018 21:24 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

shoting from sr3-m ar is unable damage,armored jeep



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 (2018/11/04 to 201-/--/--)[message #356089 is a reply to message #356055] Mon, 03 December 2018 03:05 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
wolf00 wrote on Fri, 30 November 2018 13:24
shoting from sr3-m ar is unable damage,armored jeep

Addressed in the AFS thread here http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23933&goto=356068&#msg_356068


MH17 wrote on Thu, 29 November 2018 23:49
Dear developers,

I'd like to report a strange bug with M4/GP30 carbines (items 44, 45, 46).
It looks like after upgrade of typical M4 (for example Colt 777 or item 4272) the obtained weapon is not capable to accept the Russian GP30 launcher (item 50).
In addition to this issue I see a strange set of muzzle attachments available for its barrel. For example, AK muzzle brake and AK muzzle booster.

It seems to me that the list of attachments in the Items.xml for the M4/GP30 carbines should be replaced by the following list:
<AvailableAttachmentPoint>606208</AvailableAttachmentPoint> <!-- Muzzle brakes and silencers for AR rifles -->
<AvailableAttachmentPoint>2</AvailableAttachmentPoint> <!-- Laser sight -->
<AvailableAttachmentPoint>33554432</AvailableAttachmentPoint> <!-- Trigger group -->
<AvailableAttachmentPoint>64</AvailableAttachmentPoint> <!-- Optical sights -->
<AvailableAttachmentPoint>68719476736</AvailableAttachmentPoint> <!-- AR modular stock -->
<AvailableAttachmentPoint>18014398509481984</AvailableAttachmentPoint> <!-- 5,56 drum adapter -->
<AvailableAttachmentPoint>274877906944</AvailableAttachmentPoint> <!-- GP-30 and bipod -->


Confirmed, something is very wrong with the Urban Chaos' modded M4. Thanks, this will be taken care of next... although it there is no team, it's just me for UC-1.13 more or less. I was not part of the original team who put together the original JA2 Urban Chaos mod, The Mod Squad, I'm just riding on their coattails. EDIT: somewhat embarrassingly I just noticed I've got their badge in my posts... ah, guess I'm maintaining their legacy...



MH17 wrote on Wed, 28 November 2018 05:48
Dear Wil473,

First of all, I'd like to thank you VERY MUCH for the constant improving and updating the Urban Chaos Mod 1.13!!!
This is my favorite modification of my favorite video game!
You guys here are doing really awesome job and I cant even express how I enjoy the gameplay.
Just a few days ago I have managed to translate all item descriptions (weapons, ammo, armor etc) of Urban Chaos Mod into the Russian.
The translated items were included in Russian SCI of Urban Chaos Mod 1.13 prepared by Sevenfm.
As I know he is also a member of your fantastic team.

Secondly, I'd like to add a few items in the file "Items.xml" in order to allow customization of the tactical environment.
My plan is to add about five-ten items as building material in order to move wooden fences, furniture, steel boxes around the tactical map using the shovel.
I have already created a few entries in "StructureConstruct.xml" and "StructureDeconstruct.xml" to expand available options for the player, but it doesnt look enough.

I'll be happy if you could advice me any index range with empty entries in "Items.xml" where I may reserve around a dozen of data items for my needs.
In case of successful implementation I'll be happy to share the obtained results with you, or anyone else who would be interested.

Thank you again one more time!
MH17


If you got the fortifications feature to work in UC-1.13 then yes I am very interested in what you are doing. Tileset issues have basically stalled any progress I've made.

As far as Item index ranges, I'm very reluctant to add much of anything new (and have been toying with the idea of a clean sheet "back to basics" mod) so really any empty block of items is fair game - except for 911-920, I just added some invisible NV lenses to that range.



EDIT2 (Dec 4, 2018): Fixed the M4/GP-30 mods

44. M4/GP-30
Toggle Spoiler


45. Scoped M4A1/GP-30
Toggle Spoiler


46. M4A1/GP-30
Toggle Spoiler

[Updated on: Tue, 04 December 2018 15:01]




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 (2018/11/04 to 201-/--/--)[message #356109 is a reply to message #356089] Thu, 06 December 2018 16:55 Go to previous messageGo to next message
MH17

 
Messages:36
Registered:November 2018
Location: Antarctica
Thanks, for the quick fix! heart

I'd like to report another issues.

1. After recent modification of perks "Hunter/Ranger" I noticed that you guys introduced a new skill "Survival".
When I downloaded a latest SCI of Urban Chaos (by SevenFM) I noticed, that there are no mercs in AIM who possess the ability. speechless
Hope you will upgrade the Urban Chaos NPC with the valuable skill happy

2. When I recently tried to play revision 8641 I noticed strange things with zombie. They dont wanna rise sometimes, but in the same time the game considers that the battle is still going on. No enemies on the map, but fighting doesn't stop! suprised Most surprising for me that I can pick up items from inventory section of the sector, but I cant send my troops out of the sector using global map.

3. Lately I found out riot shields in Calisto police department. I like very much the idea to get a portable cover for my assault team, but I'm a little bit surprised why it is impossible to bear the shield on person's back like a rifle? I hope it will not break a balance too much.

Finally, to continue my experiments with "mobile furniture" I'd like to book a 50 item slots in Items.xml.
Let say it will be numbers 1800-1850. According to my research this item range is still empty. But if you have another opinion just let me know. I'm open to any decision.
I hope that within two months period I will come up with data structures prepared for customization of tactical environment (files Items.xml, StructureConstruct.xml and StructureDeconstruct.xml). If it won't happen please use the item range anyway you like.

Cheers,

PS: And thanks again from the Russian community of Jagged Alliance. We LOVE the progress you guys are doing constantly improving the game for us, ordinary fans.
Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #356130 is a reply to message #356109] Sat, 08 December 2018 15:47 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
MH17 wrote on Thu, 06 December 2018 08:55
Thanks, for the quick fix! heart

I'd like to report another issues.

1. After recent modification of perks "Hunter/Ranger" I noticed that you guys introduced a new skill "Survival".
When I downloaded a latest SCI of Urban Chaos (by SevenFM) I noticed, that there are no mercs in AIM who possess the ability. speechless
Hope you will upgrade the Urban Chaos NPC with the valuable skill happy

2. When I recently tried to play revision 8641 I noticed strange things with zombie. They dont wanna rise sometimes, but in the same time the game considers that the battle is still going on. No enemies on the map, but fighting doesn't stop! suprised Most surprising for me that I can pick up items from inventory section of the sector, but I cant send my troops out of the sector using global map.

3. Lately I found out riot shields in Calisto police department. I like very much the idea to get a portable cover for my assault team, but I'm a little bit surprised why it is impossible to bear the shield on person's back like a rifle? I hope it will not break a balance too much.

Finally, to continue my experiments with "mobile furniture" I'd like to book a 50 item slots in Items.xml.
Let say it will be numbers 1800-1850. According to my research this item range is still empty. But if you have another opinion just let me know. I'm open to any decision.
I hope that within two months period I will come up with data structures prepared for customization of tactical environment (files Items.xml, StructureConstruct.xml and StructureDeconstruct.xml). If it won't happen please use the item range anyway you like.

Cheers,

PS: And thanks again from the Russian community of Jagged Alliance. We LOVE the progress you guys are doing constantly improving the game for us, ordinary fans.


1. I'm working on moving some NPC's around MercProfiles.XML so I'll see about updating anyone with the new skill that has it in stock v1.13.

2. Was this feature working with UC-1.13 and the previous .exe?

3. I don't think I accounted for a sling-able large and wide object in the sizes. I could probably use one of the sizes meant for Anti-Material Rifles, but then the Riot Shield will fit the Sniper Drag Bag too. Might look into treating it as a backback on its own

Items 1800-1850 is part of the buffer between new feature items being added to v1.13 and the mod - I'd suggest using indexes towards the end of the range say 1901-1950. This will leave me with about 50 spots if I need to do something drastic (unlikely but just in-case) and v1.13 just under a 150 indexes for items (that most likely will be related to a new feature as right now there really isn't an appetite to add items that are just slight variations of existing ones).



Main Urban Chaos campaign related question for the general community (contains spoilers):
Toggle Spoiler

[Updated on: Sat, 08 December 2018 16:19]




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 (2018/11/04 to 201-/--/--)[message #356145 is a reply to message #355673] Tue, 11 December 2018 08:32 Go to previous messageGo to next message
siegfried2p
Messages:1
Registered:December 2018
Laser sights don't work
they show correct stat but cycle sights key (.) doesn't changes to laser
as far, only [Combo Reflex/Laser Sight] works
youtube15.png  Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #356148 is a reply to message #356130] Tue, 11 December 2018 17:32 Go to previous messageGo to next message
MH17

 
Messages:36
Registered:November 2018
Location: Antarctica
1. Understood and accepted! happy
2. I dont remember such a problem at all. Recently I found out that the bug appears to show up when the zombie are off the game suprised I dont know is it related to the Urban Chaos mod or the 1.13 platform.
3. Copy that thumbs up Item range 1901-1950 is mine for a limited period of time.

One more question about the tilesets. I dont have a problem with moving any objects where mouse pointer looks like a yellow hammer (boxes, furniture and so on). But you know there are a lot of cars and trucks scattered in almost each sector of UC (for example, see tilesets Vehicle1.sti or Vehicle2.sti).

When I tried to use a shovel I wasnt successful with relocating any vehicle. Is it possible to make them moveable somehow? I think the mobility is their natural property. Not sure that we need here a shovel. May be we may replace it by "Car Keys"?

Cheers,
Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #356154 is a reply to message #356145] Thu, 13 December 2018 00:33 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
siegfried2p wrote on Tue, 11 December 2018 07:32
Laser sights don't work
they show correct stat but cycle sights key (.) doesn't changes to laser
as far, only [Combo Reflex/Laser Sight] works

??? A laser isn't a sight. It just provides a bonus to chance to hit if the target is in range and the light level allows to see the laser dot.



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 (2018/11/04 to 201-/--/--)[message #356224 is a reply to message #355673] Sun, 23 December 2018 18:24 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
New Experimental: Urban Chaos-1.13 Full Experimental 11 v4.6x 20181223Obsolete - Link now goes to next Experimental
  • No new SCI so still built/tested on SCI: SCI_JA2v1.13_Revision_8633_on_GameDir_2449 (November 1, 2018 SCI) available HERE
  • Revisions to variable power scopes and by extension all scopes with respect to vision range bonuses (and tunnel vision penalties)
  • Fixed an incorrect item description identified by Wolf00
  • Changed location of multiple named mercs to accommodate Flugente's New merc (kinda): chaos Buns ( http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23806&goto=356152&#msg_356152 ) feature and possibly some aspects of his additional mercs addon ( http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23770&goto=355784&#msg_355784 )
    - - replaced with non-named merchants: 202, 204, 205
    - - moved Buns to index 17 (as in stock, note that Buns was cut from original JA2: Urban Chaos), was 179
    - - added "Chaos" Buns, index 215
    - - moved Jubilee to index 211, was 17
    - - moved Quartermaster to index 202, from 212
    - - moved Arnold to index 204, from 213
    - - moved trigger NPC to 205, from 214
    - - moved trigger NPC to 179, from 215
    - - moved one line of text from cut merchant on index 205 to merchant on 237
    *** Note: none of these "new" mercs are implemented in any form yet, and only "Chaos" Buns will be part of the base UC-1.13 as she's part of stock v1.13, I'm just testing the new locations of existing assets and replacement civ faction merchants in this release ***
  • Full release, substitute for Urban Chaos-1.13 v4.50 20141222 (Full) during standard installation
EDIT: if upgrading from an older UC-1.13 install, please delete the old Data-UC113 folder before installing Experimental 11

[Updated on: Sat, 11 May 2019 05:40]




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 (2018/11/04 to 201-/--/--)[message #356818 is a reply to message #355673] Mon, 25 February 2019 20:34 Go to previous messageGo to next message
blademaster
Messages:1
Registered:February 2019
Hey guys,

i recently got a problem within Ja2 1.13 (7435) UC 4.5 (Build 14.08.27) which is expressed as following:

i can't attach items on clothes (pants/helmet/armor), i can unattach them but cannot attach them back or put another item in a slot, allthough by scrolling over a slot, the list of possible attachments appears. That error dont occurs for attachments on weapons.
It didn't appear from the beginning, cause i already played about 10 days without that problem. But i did not take changes within the data-uc113\ja2_options.ini. But after checking older safegames, they are showing the same bug.

So, someone has a hint for me how to fix that bug? not sure
Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #356857 is a reply to message #356818] Sat, 02 March 2019 18:05 Go to previous messageGo to next message
Fan

 
Messages:178
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
@Wil473,

What shall I do (precisely) in Item.xml to climb with backpack? I wrote 2 times -2 instead of 0, but nothing happens.

Thank you!
Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #356861 is a reply to message #356857] Sat, 02 March 2019 23:04 Go to previous messageGo to next message
LatZee

 
Messages:126
Registered:December 2015
Fan wrote on Sat, 02 March 2019 17:05
@Wil473,

What shall I do (precisely) in Item.xml to climb with backpack? I wrote 2 times -2 instead of 0, but nothing happens.

Thank you!


First step would probably be to change the settings

MAX_BACKPACK_WEIGHT_TO_CLIMB = -1
USE_GLOBAL_BACKPACK_SETTINGS = FALSE

in Ja2_Options.ini. While MAX_BACKPACK_WEIGHT_TO_CLIMB is set to -1 the game ignores individual settings for backpacks in Items.xml
Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #356874 is a reply to message #356861] Mon, 04 March 2019 12:13 Go to previous messageGo to next message
Fan

 
Messages:178
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
@LatZee,

thank you.
But I'm not able to find out the right method. A simple method climbing with backpack TRUE or FALSE (without weight) would be enough. (As to jump through an open window.)
Sorry, I now guess it's a bug.
Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #357150 is a reply to message #356874] Fri, 05 April 2019 15:08 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Fan wrote on Mon, 04 March 2019 04:13
@LatZee,

thank you.
But I'm not able to find out the right method. A simple method climbing with backpack TRUE or FALSE (without weight) would be enough. (As to jump through an open window.)
Sorry, I now guess it's a bug.
Getting back into things right now, but I recently made allowances for two backpacks to be worn while climbing are allowed. I'd suggest on a clean install:

1) verify that the Go Bag and Sniper Drag Bag backpack items still allow climbing when being worn (if not then there's a possible problem)

2) set <fAllowClimbing> = 1 in Items.XML for any backpacks that you want to allow climbing while worn


As I want to keep the two backpack items named above special, I will suggest not changing USE_GLOBAL_BACKPACK_SETTINGS = FALSE in Ja2_Options.INI



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 (2018/11/04 to 201-/--/--)[message #357359 is a reply to message #357150] Sat, 11 May 2019 05:37 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Experimental:Urban Chaos-1.13 Full Experimental 12 v4.6x 20190510
  • Built/Tested on SCI: SCI_JA2v1.13_Revision_8675_on_GameDir_2475 (May 1, 2019 SCI) available HERE
  • Full release, substitute for Urban Chaos-1.13 v4.50 20141222 (Full) during standard installation
  • Added v1.13 Features: Bandages, Gunslinger Revolver Hammer Fanning, Barrel Configurations, Bloodbags, and new drop all setting
  • Carbines no longer fit Pistol case pocket (though not sure why this was allowed in the first place...)

[Updated on: Sat, 11 May 2019 05:45]




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 (2018/11/04 to 201-/--/--)[message #357374 is a reply to message #357359] Sat, 18 May 2019 22:24 Go to previous messageGo to next message
MH17

 
Messages:36
Registered:November 2018
Location: Antarctica
Thanks a lot for the update of UC!

FYI:
I tried to install the mode "Urban Chaos-1.13 Full Experimental 12 v4.6x 20190510" above "SCI_JA2v1.13_Revision_8675_on_GameDir_2475", but it was found out that the game cannot be started cause there is no Data-UC folder in the package. After manual copying the folder from older version of JA2 1.13 UC the game has been launched successfully.

Am I doing something wrong during the installation?

Some other issues:
1. after few battles I have a persistent bug described here in post 354552 "Problem with Squad Movement from the Strat Map" (couldnt place here a direct link, sorry). Simply saying my mercenaries cant leave a sector after combat through strategical map. Each time when I try to send them out of the sector I have a message "Movement orders? Its a hostile sector!" Despite the invisible hostility I'm capable to manipulate a sector inventory on the global map. By the way I tried to use cheatcodes to kill "remaining enemies", but it looks like they do not exist!
2. after capture of Calisto I sent my team back to underground subway. The subway terminal has been mopped up before the battle for Calisto, but after returning there I "enjoy" a green message "Player's turn" on the top on my screen IN REAL TIME. Using cheatcodes I found out that there is no enemies, so it looks like a bug. Kinda strange and frustrating.

I can send my saved games with the described issues to developer team.
Cheers!

PS: Anyway I would like to thank you a lot for your constant efforts to improve the amazing game!
Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #357428 is a reply to message #357374] Sun, 26 May 2019 22:24 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

you need data folder from original vamila urban chaos mod



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 (2018/11/04 to 201-/--/--)[message #357612 is a reply to message #357428] Sat, 29 June 2019 20:57 Go to previous messageGo to next message
Hazapuza

 
Messages:264
Registered:February 2009
Location: Finland
Hey Wil, nice to see you're still working on your mods. Couple of questions, before I start another rampage through Danubia:

1. Did you fully implement the Intel system? The black market, map-specific actions for gathering intel, etc.

2. Some of the recommended .ini options in the FAQ thread don't match the current UC1.13 Options.ini. For example, ALLOW_WEAR_SUPPRESSOR = TRUE (instead of FALSE, as in the thread), ASSASSINS_DISGUISED = TRUE and NO_ENEMY_DETECTION_WITHOUT_RECON = TRUE. Are some of these intentional changes?

3. I remember asking some years ago if Conrad should perhaps be moved somewhere closer to Atremo in order to give the player a better chance of recruiting him before the P.I.N. faction goes hostile. Did you get around to doing this?
Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #357723 is a reply to message #357428] Sun, 28 July 2019 21:11 Go to previous messageGo to next message
Steve
Messages:2
Registered:June 2019
Location: Italy
I have encountered the same problem (sector declared as with enemies even if I just cleared it).

Could please report the sequence of installers\archives needed to reach the actual 4.6x beta version? (from original ja2 1.12 installation) (the ordered sequence of names is enough)

Thanks
Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #357887 is a reply to message #357723] Fri, 16 August 2019 10:01 Go to previous messageGo to next message
Steve
Messages:2
Registered:June 2019
Location: Italy
It seems that the 'sector declared with enemies even if just cleared when trying to start group movement from strategic map' situation is related to zombie mode active.
One possible workaround is to exit the sector manually from the isometric view.
If I deactivate zombie mode before entering a sector with enemies for the first time, the problem doesn't occur after clearing the sector.

Side note: if I select a squad, then set one merc to repair task from the map, then I enter the same sector with another merc group, on the first time I enter the isometric view, with a movement command the group that has just entered the sector moves correctly, but also the merc of first group on the repair task moves together with the second group.
One possible workaround is to select some mercs before issuing the move command.


Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #357889 is a reply to message #357887] Fri, 16 August 2019 14:13 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
The zombies problem should have been fixed in r8686 but the fix is still being tested.



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 (2018/11/04 to 201-/--/--)[message #357905 is a reply to message #355673] Sat, 17 August 2019 16:16 Go to previous message
Kitty

 
Messages:76
Registered:October 2017
Location: Germany
Thanks a lot for doing this!

So far it's (Urban Chaos-1.13 Full Experimental 12 v4.6x 20190510 on 1.13 8684/2476) working and totally playable. And fun happy

I came across a few things, but otherwise things worked like a charm.


For feedback:

- The Facemask/Gloves still has to be worn on face, in 1.13 alone those just need to be in inventory. I tried to change the entry for them in UC-113-items.xml to the values given by 1.13-items.xml. Doing this, they haven't to be on face, but use big inventory slot only. Don't know...

- Sectornames.xml is missing a few tags. Weather-chances, snakes, workers...

- covert-ops might be limited to recon. the furniture (PCs, etc.) are not connected in actionItems and lua-scripts miss the entries for them. And SAM-Sites don't have control-consoles in map.

- same for photos and intel (getting intel for Rosebud, maybe because he replaced Dimitri or some other Rebel?)

- (Since I've done this for AR, I can tell it's a sh**-load of work to connect the action-items, map-placements, doing all lua-script entries and filling in text that match the setting, probably even more in UC)

- the early emails for hint to blackmarket (intel) and Kerberus are blank in my installment, in some tries I had CTD, but couldn't reproduce situation (might related to my german JA2, not sure, but that's often the culprit with anything "Laptop"-related.

- the mortuary-website is messed up. Here, I allready know, that this is most likely caused by my german version of JA2. I recall to have seen a fix somewhere in the UC-1.13 threads, but couldn't find it again. If somebody finds it, please tell me.



I need more details.

(Didi Hallervorden)
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