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Re: UC-1.13 Hybrid[message #75106]
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Wed, 11 October 2006 12:22
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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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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Re: UC-1.13 Hybrid[message #75114]
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Mon, 16 October 2006 04:55
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: UC-1.13 Hybrid[message #75118]
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Mon, 16 October 2006 19:34
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: UC-1.13 Hybrid[message #75120]
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Tue, 17 October 2006 19:16
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: UC-1.13 Hybrid[message #75124]
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Thu, 19 October 2006 18:37
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: UC-1.13 Hybrid[message #75127]
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Sun, 22 October 2006 23:43
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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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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Re: UC-1.13 Hybrid[message #75129]
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Fri, 17 November 2006 20:43
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SPiRiT |
Messages:3
Registered:November 2006 Location: Z, Germany |
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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
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Re: UC-1.13 Hybrid[message #75133]
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Sat, 18 November 2006 19:15
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SPiRiT |
Messages:3
Registered:November 2006 Location: Z, Germany |
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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
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Re: UC-1.13 Hybrid[message #75134]
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Sat, 18 November 2006 19:51
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SPiRiT |
Messages:3
Registered:November 2006 Location: Z, Germany |
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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
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Re: UC-1.13 Hybrid[message #75142]
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Wed, 29 November 2006 01:28
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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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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Re: UC-1.13 Hybrid[message #75145]
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Wed, 13 December 2006 01:10
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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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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