Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Hybrid
Re: UC-1.13 Hybrid[message #75105] Tue, 10 October 2006 09:22 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Registered:August 2003
Location: Pleasantville, NJ
Same thing happened to me. I don't know what he did to get above 100%.

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Sergeant Major
Re: UC-1.13 Hybrid[message #75106] Wed, 11 October 2006 12:22 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
Location: Canada
On a brighter point, I've figured out why the rag couldn't wipe the bloodied knives. Had to break the whole folding stock system to find out that same 's must be grouped toghter, (and not the more convient, for my folding stock work, ). Now all is working, even caught problems with the M4 conversion mergers prior to testing them.

I think I've got all the folding stock weapons done now. I'm counting 54 weapons, if I'm not missing any; that's a sizable fraction of the 1.13 armoury which I've just limited to 3 attachments. On the plus side, by fiddling with individual weapon stats, there is a noticeable, perhaps even useful change to the CTH and to draw cost between stock states. Only using a single pair of folded/extended stock items, may change this later on. I've varied the penalties to , , , to get different effects between folding stock weapons.

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Lieutenant

Re: UC-1.13 Hybrid[message #75108] Wed, 11 October 2006 14:18 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Cool, sounds good. I'm really looking foreward to seeing this done.


Maybe I'll get someideas for folding stocks if I haven't figured this out myself.

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Sergeant Major
Re: UC-1.13 Hybrid[message #75109] Sun, 15 October 2006 08:28 Go to previous messageGo to next message
kaybl1991 is currently offline kaybl1991

 
Messages:30
Registered:December 2005
Location: Hamilton - New Zealand
@Kaiden - As far as I remember the only problems were with town loyalty going to pot (couldn't get loyalty over 9%) if you made the cities too large. The actual larger militia movement map worked fine, as long as the hardcoded array of 'city sectors' was increased (hopefully I commented the code about that).

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Private 1st Class
Re: UC-1.13 Hybrid[message #75110] Sun, 15 October 2006 11:45 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Yep I found all that, just didn't remember what the problem was, and whether or not you fixed it.

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First Sergeant

Re: UC-1.13 Hybrid[message #75111] Sun, 15 October 2006 23:54 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Were Judge's UC I3 map CTD fix included? Using cheat codes to test, pre-602 exe, it was a guranteed CTD on entry. Now with 602 it is an intermittent CTD on tactical map load, with eventual CTD if you linger in the map (tactical screen) for too long.

Also, the default attachement no-show on map placed items (bug/intentional?) is affecting weapons carried by pre-placed AI forces. I'm starting a "testing run" without cheat codes though the maps to see if this affects roaming AI patrols.

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Lieutenant

Re: UC-1.13 Hybrid[message #75112] Mon, 16 October 2006 04:07 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Wow. I didn't even know there was a bug with the default attachments. I thought it must have been something I did wrong but was really confused that the exact same tabledata file worked on my laptop for a default attachment. I have the item placed in a merc's inventory via Proedit so I guess this is the only reason it's working on my laptop but not on the desktop where I have the item and it's attachment placed on a map.


On my desktop I'm having that old Proedit problem where the Proedit workpage appears too big for the screen. Most things you can access except inventory. I can't remember what the workaround for that was so I'm currently using the laptop for all my Proedit changes.

Anyway, I can stop beating my head on the wall about the default attachments issue (just about all I did yesterday was try to get to the bottom of why the default attachment wasn't showing up). Thanx for posting this. I was about to start going over what I did wrong again. If it is just a bug that's cool. I could even write into the item that 'some assembly required' if this bug is never fixed.

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Sergeant Major
Re: UC-1.13 Hybrid[message #75113] Mon, 16 October 2006 04:31 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
From the DL-1.13 Hybrid thread, B6 ran into this while trying to get the 30mm Grenade Launcher attached to the M41 Pulse Rifle found in DL weapons caches. From what I remember, default attachments on map items was disabled to prevent another bug. Default attachments (with 602 exe) have so far worked for NPC inventory (did up a new one today) and by cheat codes. I should make a trip out to San Mona (UC's town name escapes me right now) later on to see how the merchants are doing.

For the UC project at least, this means that all the folding stock weapon equipped city troopers now have broken guns.
For general 1.13, mapped in snipers will lack sniper scopes.

I'd like to see default attachments for map items back, but should get clarification on why it was disabled in the first place (please say it was only temporary).

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Lieutenant

Re: UC-1.13 Hybrid[message #75114] Mon, 16 October 2006 04:55 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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it was disabled because of an error message occuring each time a map with a mapplaced scoped weapon was loaded. As nobody ever made a conversion of the vanilla ja2 maps, the coders solved it by disabling default attachment from map objects.

i strongly agree and i second your request to get them back. If somebody worked over the dozen of maps of vanilla ja2 that contain any scopes, the thing would be solved as well. (there aren't many default maps with scopes)

prof.dat and merchatns support default attachemnts

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Sergeant Major
Re: UC-1.13 Hybrid[message #75115] Mon, 16 October 2006 10:14 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Is this a map editor issue or a mod issue, or vanilla JA2 issue (Vanilla JA2 didn't really have default attachments though right?)

And just to get this straight, we're talking about the scopes on all sniper rifles, the grenade launcher on the AICW, etc... right?

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First Sergeant

Re: UC-1.13 Hybrid[message #75116] Mon, 16 October 2006 10:24 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
The old Beta Editor used to allow you to add attachments to weapons placed on maps. Although the enemy didn't use things like underslung grenade launchers you would find scoped, silenced and weapons with bipods even if you placed them on maps.

I have a grenade launcher attachede to another weapon for my mod as a default attachment. Although the weapon will appear with a grenade launcher attached if I give it to a merc through Proedit, if I place the same weapon on a map it does not have the grenade launcher as a default attachment. I can get around this by placing them both on the map and having my mercs assemble it but this will not help the enemy to use it so it is sort of broken.


The way the game has always handled attachments is a little screwy. I hope you can fix this.

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Sergeant Major
Re: UC-1.13 Hybrid[message #75117] Mon, 16 October 2006 10:37 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Default Attachments is something that 1.13 introduced. Yes, it's the feature that allows the OICW, AICW, F2000, and Groza OTs-14/7-A to have built in greanade launcher, and sniper rifles now come with pre-installed scopes. What we're finding is that if an item is placed in a map (say inside of a locker, or just lying on a tabletop) the Default Attachment isn't there. This is rather problematic for guns with built in launchers as the launchers are not meant to be sold seperately (and are set to be inseperable so you can't borrow one from another weapon).

Edit: looks like Khor beat me to it.

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Lieutenant

Re: UC-1.13 Hybrid[message #75118] Mon, 16 October 2006 19:34 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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Kaiden

i think it's a mod issue. in older versions of 1.13, the default attachemnts as defined in items.xml would get attached to all weapons in question in a map file. the problem was that if the map item already had a pre-placed scope, the default attachment would be "blocked" and an error message would pop up immediately after loading the map.

(you can't use your battle scope and sniper scope at the same time)

that meant disabling all sniper scopes from SVD and M24, some other stuff, no big deal. However, as nobody did that for the vanilla campaign...
...it got worked around by default attachments no longer attaching to map items. This now means that our SVD's placed in maps have only a laser scope or bipod instead of a custom PSO-1 (or battle scope, however you want it) as opposed to SVD's drawn out of enemy weapon choices or proedit.
the problem here is that specific sniper placements in the map is way more effective then letting the game place snipers on its own.
In my mod there would be an early low-level sniper scenario if it were possible to add scoped low level snipers (using other scopes than the big fat sniper scope)as well as other selective snipers in various maps.

plus as khow and wil said, inseperable attachemnts are another issue here apart from selective sniper placement

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Sergeant Major
Re: UC-1.13 Hybrid[message #75119] Tue, 17 October 2006 09:41 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
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Alright, when did the error pop up, I've never heard of it (other than the 1.13 editor will do it if you try to place a weapon with a scope by default)

I don't ever remember anyone mentioning anything about an error like this. I do know the error though, try placing a sniper rifle with default battle scope in a map with the 1.13 editor and you'll get the message.

I guess I'm just trying to judge or get an idea of how far back this was "fixed" so I can unfix it. Then I'll load up all the JA2 Maps and (is there an easier way?) and look for pre-placed items with attachments.

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First Sergeant

Re: UC-1.13 Hybrid[message #75120] Tue, 17 October 2006 19:16 Go to previous messageGo to next message
the scorpion

 
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lol there's gotta be nearly identical thread somewhere back. Probably started in the bug reports section. and apparently, the bug/ fix wasn't found then either

i can't think of a smart way to get everything working, but i know that there are very limited placements of snipers in ja2 maps

alma prison and warehouse are some

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Sergeant Major
Re: UC-1.13 Hybrid[message #75121] Wed, 18 October 2006 07:54 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
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I'll use search, hopefully it was here since the forums moved and while I was afk Smile

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First Sergeant

Re: UC-1.13 Hybrid[message #75122] Wed, 18 October 2006 19:01 Go to previous messageGo to next message
the scorpion

 
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could be way older. is certainly way older.

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Sergeant Major
Re: UC-1.13 Hybrid[message #75123] Thu, 19 October 2006 11:49 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Status:

xmls -> cleaning and tweaking left (I hope); Recently I noticed that renaming cities by the cities.xml was enabled and that has been completed.

Map Editor -> still need to get around to cleaning out the civilian which is causing the I3 crash, and need to put Devin somewhere in Drake (perhaps in I3...)

Loadscreen resizing -> I'm going to need some help on this one, so far I've managed to get the Main Menu screens resized using Corel Photo-Paint (easy) but STi-Edit botches the colours. The second one I tried to create, subway picture, just didn't want to save in the bigger format in STi-Edit. The 800x600 bitmap kept being converted by STi-Edit into a 640x480 Sti. Simpily copying & renaming the original UC loadscreens to their 800x600 and 1024x768 counterparts sorta works, but ends up with the picture in the upper left corner.

Laptop -> the subway map isn't so bad, just have to click on the old JA2 link. Perhaps I'll do an ASCII art map in the readme.

M.E.R.C. -> Just realized that the Unfinished Business MERC's don't have bios, otherwise they work just fine. Still need replacement for M.E.R.C. Tex Colburn as we have a Map Tex Colburn already in UC. Anyone extract John Kulba from UB? Anyone willing to do voice work and create their own M.E.R.C.?

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Lieutenant

Re: UC-1.13 Hybrid[message #75124] Thu, 19 October 2006 18:37 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
you can use a tool called GRV to import 24bit images larger than 640*480

i used that to make 1024x768 loadscreens for RR.

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Sergeant Major
Re: UC-1.13 Hybrid[message #75125] Sat, 21 October 2006 21:33 Go to previous messageGo to next message
Wil473

 
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Which version of GRV are you using? I've got v0.23b 04.01.2001 and it is causing graphical glitches (large block of missing picture).

I've used the new map editor and have remove the offending civilian from map I3. Map seems stable now.

So far have been unable to add NPC's to G9 using the new map editor and profedit. Thought I sucessfully added Devin to G9 in both map and the prof.dat's but he is no show. Later tried moving Ehili to G9, and managed to get a strange non-reactive "ghost" of Ehili standing in the ocean barely visible at the top of the screen. I'm forgetting something important here right?

Oh and is it really necessary to be working on maps inside the Data folder. Right now the editor seems to be perfectly happy loading and saving to the game directory the JA2.ini points to.

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Lieutenant

Re: UC-1.13 Hybrid[message #75126] Sat, 21 October 2006 21:55 Go to previous messageGo to next message
the scorpion

 
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this one "Game Resource Viewer v 0.23beta

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Sergeant Major
Re: UC-1.13 Hybrid[message #75127] Sun, 22 October 2006 23:43 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
White background? You mean Transparancy in GRV right? Unfortunately setting the transparency isn't giving me any better results, falling back on just renaming the original loadscreens and hoping nobody minds them being wedged up in the corner.

Still getting ghosts with backup plan of plcing one of the (unused by UC) DeSanto's Bartenders in G1. Even reset the editor resolution to the old 640x480. DeSanto's appears in G1, but ends up standing in the top edge (hovering above deep water). I can't aim at him, but I did manage to shoot him by force aiming at the tile. Even tried to talk to deSanto's, that was no go, no change on the icon. Shooting the ghost causes the hit sound then the animation locks with a white ghost, game continues as normal except you've got this white ghost sprite up there that can't even be shot at.

I'm suspecting that if I place Devin in all the old maps he's set to appear in, he's going to do the same ghost trick and get stuck almost out of view.

Also, I think I've introduced a bug into the xmls sometime between 10/20 and this morning. The Alt-O kill all enemies cheat code now CTD's, but if I teleport (Alt-T) from enemy to enemy and take them out one at a time combat phase ends normally. This wasn't happening when I was map testing earlier, the only change I've done is I fixed some of the items descriptions. Going to track this one down before worrying about anything else. EDIT: Found it, looks like I should have been more carefull editing Item#0 the NADA used by UC (and the hybrid) for special thanks.

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Lieutenant

Re: UC-1.13 Hybrid[message #75128] Thu, 02 November 2006 22:00 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
Location: Canada
I seem to have fixed the graphical bug with certain new ammo types in game by copying and pasting the stats from older ammo types and editing variables to
"re-create" the essentials of AET, Glaser, Tracer, and Lockbusting. Will need to test further because there were strange UC-hybrid specific problems with actually using the new 1.13 ammo types in game. It would be a shame to lose these in the extended ("kitchen-sink") version.

Also, there seems to be some kind of strange bug with Bobby Ray's reading caliber data from my xmls. I've got weapons listed in BR's with the wrong caliber, which leads to them being in the wrong categories when sorting into specific weapon types. Bought a few and they work fine (ie. will load and use the correct ammo) when in game. Aside from the xmls which govern item/weapon stats (responsible for an item working in game/tactical) is there anything I'm missing to get BR to read correctly my re-arranged xmls? (For UC map compatiblity, I had to rearrange the items; and then I rearranged the items beyond #350 again for my own convenience.)

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Lieutenant

Re: UC-1.13 Hybrid[message #75129] Fri, 17 November 2006 20:43 Go to previous messageGo to next message
SPiRiT is currently offline SPiRiT
Messages:3
Registered:November 2006
Location: Z, Germany
Hi, just registered to reply something

I Read here since some weeks, i discovered 1.13

played ja since the beginnig

great work on 1.13 and UC to

since i play every day/ update over SVN i would provide some help on UC/1.13 Hybrid

1. a translation for UC to German(my native lang.)

2. (beta) testing UC Hybrid

as I understand for German and other lang. Versions of 1.13 there are different .exe files, there are an coder that makes an exe for the UC hybrid?

if not 1 can change the XML for english Version and the english exe to, if i know whats changed/must be done

I also can make a File for other translaters (russian etc) filled with the things to do:-)

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Civilian
Re: UC-1.13 Hybrid[message #75130] Fri, 17 November 2006 21:11 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
This is a quick update before work:

- I've fixed the odd BR inventory sorting issue (missed a column in excel, oddly enough this oversight didn't break the whole thing).

@SPiRiT, we're using only the standard exe, plus at present a somewhat complicated set of install instructions. I've considered taking advantage of Lesh's parallel exe (the one with the new savegame breaking city features) but haven't had time. Thank-you for your offer to translate and beta test. Now is a good time to start off with language translation as the majority of items are in (not withstanding the fact Starwalker just added a whole bunch of new graphics to the SVN). Contact me via the Bearpit contact feature, not sure when I'll be able to reply though.

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Lieutenant

Re: UC-1.13 Hybrid[message #75132] Sat, 18 November 2006 00:10 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Quote:
Originally posted by the scorpion:
this one "Game Resource Viewer v 0.23beta

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Sergeant Major

Re: UC-1.13 Hybrid[message #75133] Sat, 18 November 2006 19:15 Go to previous messageGo to next message
SPiRiT is currently offline SPiRiT
Messages:3
Registered:November 2006
Location: Z, Germany
Problems with my Version(may be german version problem?)

use version 6.31 of exe/1.13 install

after hybrid installation all seems to run but all new saved games broken! non will load, after half load : error loading saved game

this happens with german and english version of exe file, now try other release

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Civilian
Re: UC-1.13 Hybrid[message #75134] Sat, 18 November 2006 19:51 Go to previous messageGo to next message
SPiRiT is currently offline SPiRiT
Messages:3
Registered:November 2006
Location: Z, Germany
i think u messed up with the tilset folder in the zip, now try around a bit to fix it

evtl. i get it to run

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Civilian
Re: UC-1.13 Hybrid[message #75135] Sat, 18 November 2006 20:52 Go to previous messageGo to next message
Wil473

 
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What went wrong? Which file or files in Tileset? There are only three.

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Lieutenant

Re: UC-1.13 Hybrid[message #75137] Mon, 27 November 2006 06:35 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Looks like Bearpit had to load a backup of the forum, we're missing some posts. Spirit, are you still having problems with savegames?

Some of the armour upgrades I left in BR's for testing purposes (that and I've abandoned trying to insert Devin until more NPC/RPC stuff is externalized). Email me with what needs to be fixed.

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Lieutenant

Re: UC-1.13 Hybrid[message #75139] Tue, 28 November 2006 05:28 Go to previous messageGo to next message
jEbUs is currently offline jEbUs

 
Messages:36
Registered:November 2003
Location: Brugge, Belgium
*raised hand*

Yes, hello, I have a question.

Will the UC-1.13 hybrid contain only the original UC weapons, or will it contain all the 1.13 ones?
I ask this because I felt that UC became a bit bland after a while in the weapons department - I mean, having your gun choices limited indeed offers some extra flavour in the early to middle fases of the game, but after a while you really start missing your P90's and FN FALs...

You're doing great work here, btw - I am looking forward to the first hybrid release with great anticipation.

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Private 1st Class
Re: UC-1.13 Hybrid[message #75140] Tue, 28 November 2006 05:44 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
Location: Canada
Yes, to both. The original plan was for UC only... Then I got a bit carried away (see page 2). Thankfully the Excel spreadsheet will make it easier to get the "Kitchen-Sink" UC-1.13 hybrid done, plus it can be reused as the starting point for the updated "Classic UC Items" version. That and I can flip the sci-fi tag for an in between version too.

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Lieutenant

Re: UC-1.13 Hybrid[message #75141] Tue, 28 November 2006 06:33 Go to previous messageGo to next message
jEbUs is currently offline jEbUs

 
Messages:36
Registered:November 2003
Location: Brugge, Belgium
So it will be choosable with a swith in the game menu, in the JA ini, or do I just misunderstand completely?

Also - and I've never thought I'd ever be so weak as to ask this - is there an ETA on the first hybrid release?

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Private 1st Class
Re: UC-1.13 Hybrid[message #75142] Wed, 29 November 2006 01:28 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I've got a few hours of vacation today so, here's the long format answer. Key points for release* as I currently see them are:

1) UC-1.13 Hybrid "Everything but the Kitchen Sink"
- Will include most Urban Chaos**, all JA2 and 1.13 weapons
- Will have some Urban Chaos and most 1.13 armours (it didn't make sense to go to the trouble of importing the UC armour graphics and having them upstaged by 1.13's system)
- Stats will be 1.13 modified for the folding stock as attachment system
- City layout as implied by the the strategic map (right now pending an .exe with higher city count)

1.5) From the above's start game menu (as long as this all still works)
- Will try to use the "Tons of Guns" setting (in start new game menu) to isolate out all weapons beyond the original Urban Chaos. Stats and graphics from 1.13 (or reasonably close).
- Sci-fi to control of the prototypes and outright sci-fi stuff.
- If "Tons of Guns" doesn't work***, I'll use the "Sci-fi" tag to control all the extra weapons, though it is more cumbersome (well not really as long as I remember to release an .ini set for no Crepitus).

2) UC-1.13 "Classic"
- No new items (as close as possible to Urban Chaos stats)
- a separate series of xml from Release 1 above
- No new graphics, will require importation by the user of the original graphics from Urban Chaos install****
- City sectors limited to that of the original Urban Chaos (Alruco layout + "Urban" sectors)

3) UC-1.13 "Advance Technology"
- pending NPC/RPC externalization we will have Devin added to that resort city along the west coast
- in-game websites fixed
- Sci-fi mode will have the Crepitus(/UC's unfinished Robot attack) replaced by an Anarchist Insurgency. Will have to get around to editing the emails and cutscene text to reflect something about Brenda using a spare numbered Swiss/Cayman Islands Bank account to secretly turn a violent anti-Crepaton/Foreign Investment group, into an anti-you the player/Crepaton/Foreign Investment group.
- any other appropriate new features that 1.13 will develop over time

Why this order:
Mainly because after all the summer's release (savegame breaking), I felt it would be easier to use the Mugsy/Starwalker's Excel spreadsheet to rearrange and produce the "Kitchen-Sink" version, and simply disable things for the more "Classic" versions.


* ETA that depends on how testing goes, and how much new stuff the coders add (specifically in those features anticipated to break current save games; take a look at some of the stuff Lesh is doing).

** There won't be a combined M16 with permanent modded M203 GL (as 1.13 can have more than one underslung GL's)

*** I say this because I don't think this particular variable has been spoken of in some time. Tons of Guns should still work, shouldn't it?

**** I don't feel comfortable with distributing a standalone mod, essentially repackaging the parts of Mod Squad's work necessary for the hybrid. This is a mod for an existing mod (using technology by another mod). Installation will require that you have downloaded and probably installed the original Urban Chaos as the Mod Squad intended. Effort will be made to make the hybrid's install process as painless as possible...

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Lieutenant

Re: UC-1.13 Hybrid[message #75144] Fri, 01 December 2006 10:51 Go to previous messageGo to next message
Wil473

 
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On reading the wiki, it appears the the BigGunList/Tons of Guns variable is no longer in use. I've gone ahead with the backup plan, now all non-Urban Chaos weapons have the sci-fi tag set.

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Lieutenant

Re: UC-1.13 Hybrid[message #75145] Wed, 13 December 2006 01:10 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
In the process of creating some Excel spreadsheets to help with creating attachment tables, I spent yesterday evening using one to produce Urban Chaos like Item Descriptions (however listing only the attachment and options). Thanks to all I'm learning about programming Excel (from messing with 1.13), the alternative text is actually rather easy to do. Here are a few examples:

AEK-973: Features: Folding Stock, Balanced Action (Recoil Dampening) Options: Laser Sight, LAM-200, PO 3.5x21, Rifle Suppressor, Flash Suppressor, Bipod, Foregrip, GP-30

Dragunov: Options: Laser Sight, LAM-200, PSO-1, Flash Suppressor, Bipod,

Diemaco C7A2: Notes: Adjustable Stock Options: Laser Sight, LAM-200, RF Sight, RF Scope, BT Scope, Rifle Suppressor, Flash Suppressor, Bipod, Foregrip, C-Mag, M203

C7CT: Features: Suppressor, Bipod, Options: Laser Sight, LAM-200, RF Sight, RF Scope, BT Scope, Sniper Scope, C-Mag,


I need to shortening the attachment descriptions further. I'm thinking:

Laser Sight = L.ST
LAM-200 = LAM
Duckbill = D.Bill
PSO-1 = PSO
PO 3.5x21P = PO 3.5
Reflex Sight = RX.ST
Reflex Scope = RX.SCP
Batttle Scope = BT.SCP
Small Scope = SM.SCP
Sniper Scope = SNIP.SCP
Pistol Cal. Suppressor = P.Supp
Rifle Cal. Suppressor = R.Supp
Flash Hider = Flash.S
Bipod = BP
ForeGrip = FG
Folding Stock = F.Stk
C-Mag Adapter = CMA

Before anyone complains about punctuation, I also want to get rid of the comma's (take a look at the wiki weapons list), but still leave the items description's understandable. Hopefully this will leave room for a very small sentence preceding the technical details. Anyone interested in producing some (abbreviated) one liners for the Items descriptions (leaving BR's text alone)? (Deadpans) At present there are only about 250 needed.

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Lieutenant

Re: UC-1.13 Hybrid[message #75146] Fri, 15 December 2006 12:58 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Well sorting everything was easy enough, now there is cleaning up the aftermath. As far as the XML's are concerned, they're "feature locked" for 2006. No new stuff until what we have is tested... which brings me to the point of this post: Soon (but not this week) it will be time to bring in some more testers, any takers?

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Lieutenant

Re: UC-1.13 Hybrid[message #75154] Mon, 15 January 2007 04:52 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Mid-month and I did hint at some news on a new test version: Sorry I

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Lieutenant

Re: UC-1.13 Hybrid[message #75155] Mon, 15 January 2007 07:13 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
Quote:
-- i. Old Fashion Rifle Laser Aiming Device
-- ii. Newer RIS mount LAM for rifles
Can you be a little more specific on what your looking for here? Smile

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Sergeant Major

Re: UC-1.13 Hybrid[message #75156] Mon, 15 January 2007 08:35 Go to previous messageGo to previous message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
i) By "Old Fashion" I was thinking about something like this old thing: http://dwsuk.com/oscommerce/images/app2.jpg

ii) I was thinking about an AR only equivalent to 1.13's LAM-200 (which I'm making mountable only on pistols and SMG's with an Under Barrel Accessories Rail). http://www.laserdevices.com/data/pdf/210096R_5.pdf

or for LAM only:
http://www.laserdevices.com/data/pdf/19004_5.pdf

Both i. and ii. would be longer range in-game than pistol counterparts (heavier too, especially i.). In all reality, the current JA2 "one-size-fits-all" approach is reasonable, I just want to introduce a bit of complexity with semi-specific attachment systems. Guess I'm guilty of equating complexity with fun.

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Lieutenant

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