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| Re: UC-1.13 Hybrid[message #75056]
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Fri, 10 February 2006 11:17 
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| Wil473 |
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Messages:2808
Registered:September 2004 Location: Canada |
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Sorry, computer was in progress of being replaced. Managed to get JA running only a few days ago (I'm getting read errors from a lot of my install media with the new system, got the reg keys loaded into winXP, and had no problems with copying a backup DVD of the entire JA2 with UC-1.13 dir into the programs partition).
- xmls workable, testing in progress, with some more tidying up can pass on for distribution
- noticed that RPG type weapons do not leave clouds (trying to get the RPO-A to work by copying the now overly lethal UC 40mm Napalm grenade w/"smoke cloud of death" and giving it more kick) At present the RPO is still a pre-loaded RPG)
- the Thermal Scope works great as a standalone device, but does not give equipped weapon a thermal imaging capability
- CAR15 -> M4 -> customized M4 tested and working
- tweaked the AN-94 to have a burst to hit bonus for its special two round delayed recoil burst mode
- not sure what kind of progress Judge has with the source code beyond the big militia movement popup.
Still need to figure out how to prepare an "easy-to-use" installation. So far I've taken a working UC install, then dropped in a folder containing UC-1.13 hybrid files. Creating a set of UC-1.13 files involves selectively deleting folders from 1.13 and adding the xmls (in testing I've simpily commented out from the Data-1.13 folder the sub-folders: battlesnds, BigItems, Interface, Speech, Tilesets). I think Judge has figured out a more workable solution for his testing.
Thanks Kaiden for moving this one up.
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| Re: UC-1.13 Hybrid[message #75094]
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Mon, 09 October 2006 08:57 
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| Wil473 |
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Messages:2808
Registered:September 2004 Location: Canada |
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Progress Report, on resorting base 1.13 items mod to fit UC Map (a.k.a. "Playing with Excel as a hobby"):
1) I've discovered that adding new items is a lot easier than resorting existing items.
- All UC items are in their place, except for .338Lapau HP (the idea of splicing something into magazines.xml is scaring me, considering swapping caliber number with .223 as only one is needed, and dropping .338 to bottom of magazine list where adding things is a breeze)
- speaking of which, adding the .223 ammo type and magazine was easy
- After much struggling to get the ammo to work in their new items.xml numbering, got it all to work by using excel to resort all magazines past item 350. This shouldn't have worked, but it did...
- As a consequence of the resorting, I've had to move up the schedule to get attachments.xml out of the way early (it's finally done)
2) Inventories done for arms dealing merchants
- Smitty now has a large selection of western "civilian accessable" goods available, in addition to the SA80 family carried over from original UC.
3) Upped the price on all western goods by between $1000-3000 for most gear. Future systems are now priced like Sniper systems.
4) Thanks to Judges and Lesh's movement cost externalization, have half the map upgraded.
This is why you should read things carefully:
1) I didn't quite read Lesh's posting, and proceeded to update cities.xml resulting in some issues:
- spent an evening wondering why the city names didn't change
- militia could be trained in the extended city sectors, but could not be moved.
- Many CTD's after finishing battles (usually in B9, new Omerta sector, though oddly enough reliable CTD in C9 PowerStation too). I've disabled my edited cities.xml, and this seems to make the CTD's go away, then again perhaps the problem moved on starting a new game so will continue to test for CTD's
To do still:
1) Mergers
2) the rest of the strategic movement costs
3) Decide on how to handle armour pockets (import in old UC graphics and limit users to old system, or just replace them with the equivalent 1.13 pocketed armour everyone is probably used to by now
4) Camo system
- Striker armour will have urban camo trait
- Gillie suit can be worn over most basic armours (to save me work), but the AP penalties will add together (I hope)
5) change the armour values to reflect UC progression
6) Import in graphics for a few critical items: Crepagen, Crepaboots, raw Crepaton, PSO-01 scope, M4/CAR-15 merger items, possibly the UC M4/CAR-15 images (I've got Lisac's M4A1 representing all 9 versions now). I'm trying to get away with keeping this number small, as there are hints of additional items in the works for mainstream 1.13.
Considering:
1) Folding Stock System
- Folded and unfolded will result in different (still to-be-determined) pros/cons
- no stock will just give you cons
- 0 points to detach/reattach; tentatively 3 AP to change state (ND Merger w/base gun still to be tested)
- to make up for the loss of an attachment slot, the G36 family will have the attributes of the inbuilt optics added to the weapon item
- CAR-15 style stocks will not have this treatment as the collapsing/telescoping doesn't entirely get rid ofthe stock (that and the M4's and C7A2 are marketed as having lots of mounting rails)
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