Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UC Feedback & General Discussions » Question re: Building on the Urban Chaos team/squad's work
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Re: Question re: Building on the Urban Chaos team/squad's work[message #94278]
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Fri, 02 December 2005 01:24
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Wodan |
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Messages:538
Registered:December 2001 Location: Antwerp, Belgium |
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I should only speak for myself, but I don't mind at all and I don't think anyone else will. In fact, it's nice to see someone is still doing something with our work.
Just make sure nobody confuses your work with ours, to prevent mix-ups and all.
Good luck on the G8,G9 and I3 maps. All three are known to cause crashes, and we've never found out why. I think it's either a map build problem or the original game that references to an npc location (like te terrorists) somewhere, and we moved those around. (either that, or I'm mixing up problems, it's been years you know )
Maybe if it's usefull, you can get Bearpit to dig up some old bug-threads from UC, since the 3 maps crashing were not the only bugs... :rolleyes:
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First Sergeant
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Re: Question re: Building on the Urban Chaos team/squad's work[message #94282]
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Sat, 17 December 2005 06:02
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KIA |
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Messages:92
Registered:November 2002 Location: Virginia (USA) |
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I don't suppose you could restore some of the eliminated mercs by way of an extra page on AIM or something? Will you keep the 1.13 options for MERC? Will you retain some of the old mercs down in the UC basement like Snake, Morgan etc.? Any word on new voice sets or the like? I have had several CTD from Morgan or one of those guys. Someone also mentioned that it would be nice to keep in touch with, and possibly rehire, rejected mercs like Dynamo, Maddog, (the kid from the jail), Hamous, Tex and so on - once you have already hired them, maybe they could be contacted again on their own webpage, a "User Links" page. Wow, I sound kind of greedy, don't I? Well, don't know how feasible any of that is, but don't ask, don't get, right?
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Corporal 1st Class
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Re: Question re: Building on the Urban Chaos team/squad's work[message #94283]
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Sat, 17 December 2005 22:58
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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I'm not sure 1.13 has an "off switch" for the extra MERC's yet. Both UC and current 1.13 use the old prof.dat for defining stats (1.13 is just renamed).
For the purposes of testing, I'm using a renamed version of my last UC prof.dat which has no 1.13 characters defined (but all of the UC ones including Elhi activated). In testing I've paid MERC enough where the UB MERCS start appearing, but with no/wrong stats (ie. Real Tex found at Betty's store, weak Tex impersonator at MERC).
In a few cases 1.13/UB MERCS take up the spots held by UC characters (Gaston and Stogie, in the same spots as UC Sparks and Clive, characters 165 and 166 respectively). Sparks I believe is part of the beta only sci-fi module (E13 Level 1), and Clive is the reverend found in the one of the subway stations (O3 Level 1). Options as far as I see for resolving the situation are:
1) Wait until our band of valiant coders externalize the character stuff (far off future stuff, but if what has been done so far is any hint, it should be well worth the wait as it will allow a lot more to be possible.)
2) Use what we have right now, and reshuffle the deck to accommodate the 1.13 MERCS (there are free spaces to move Sparks and Clive to, but the work is somewhat daunting)
3) Simply replacing their stats in prof.dat with Gaston
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