UC-1.13 Beta Testing (2008/04/14 to 2009/10/29 )[message #181386]
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Mon, 14 April 2008 21:32
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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The old Beta Testing Thread was at 10 pages, time to start a new one.
What Is It
1. This is a mod, of a mod to allow it to replicate another mod, but it by itself is not a complete mod. Use of the Installer program requires that you have downloaded and unpacked the original Urban Chaos Mod, and have installed Jagged Alliance 2 v1.13. I have no intention of picking apart the Mod Squad
[Updated on: Thu, 29 October 2009 15:59] by Moderator Report message to a moderator
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #181763]
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Thu, 17 April 2008 01:38
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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The original Urban Chaos creators intended you to start off with only what you find in sheds and around the air port (essentially knives, crowbars and shovels). The milita is supposed to take care of things, but if you're brave you can send your people into the mix. It seems they have also intended the subway (A10) brawl to be a knife fight. Hint: there is something special hidden in a crate in A10 Subway, perhaps even overpowering.
Speaking of the first subway sector, there is a bug where if you win a battle undergroun before you fight on the equivalent surface sector, the Queen's forces go AWOL. A10 is an example of this, win underground and the Queens forces go missing in the surface A10. The Police faction remains however. Due to the map layout in Urban Chaos, this bug shows up quite often.
I'll get around to adding some kind of minimal LBE for AIM, MERC and any hireable NPC's. I think Rude Dog in B10 is already equipped. As well I'll get around to creating UC specific drop tables. For now just use drop-all.
Yes we're still a closed Beta, still a lot of issues to clean up before I subject the general public to it.
[Updated on: Thu, 17 April 2008 02:15] by Moderator Report message to a moderator
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182133]
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Sat, 19 April 2008 02:40
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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@ChrisL - Hostile police is intentional. The technical reality is that the Subway hooligans, B10 Biker Gang, the gun runners and police are all part of the "Hicks" faction wearing different colours in each situation. The intention is that it would be impossible to avoid triggering them:
- practically every subway there is a NPC scripted to go hostile on sight, triggering the rest of the subway "hicks" (subway hooligans), which in turn sets off the other factions
- Get seen at night by gun runners or cops and they go hostile
- steal weapons from gun runners, cops or the B10 biker gang and they go hostile
Now some, but not all the Port Kip cops are of a different faction (old Kingpin); but I've modified things so that they will go hostile eventually too (and it fits the original Urban Chaos story line sort of...) This way you won't lose morale and town support when you get around to rescuing Miranda.
Oh by the way did you go from A9 to A10 surface before hitting the A10 subway? It looks like you avoided the "win a fight underground, and get a sector clean of Queen's troops above" bug. Specifically beat the Subway Hooligans in A10 subway, and A10 surface loses the Queens troops, leaving only the cops to be dealt with.
@Uriens - thanks, I've fixed the 9mm Match Speed loader. Will get around to E12 AEK-973 drop next week when I have more time.
A.I.M./M.E.R.C. LBE Situation - My intention is to create some civilian LBE's which fit into the Urban Chaos scheme of you going in-country un-armed. I'm thinking of adding the following airport friendly LBE's:
Default Vest LBE - increasing the pockets to two small and one tiny pocket (half my shirts have this so...); no new graphic
Un-Fashionable Belt Pack - Two Small, Two Tiny or One Medium and two Tiny? Either the Sachel Charge or the SAW Pouch Graphic will be used.
Carry-On/All - Really a backpack, but will use one of the surplus "pocket armour addon" graphics. One Big, Three Medium, Two Small, and One Tiny
Golf Bag - Another Backpack, uses the existing Golf Club graphic, Two Big, Two Small and Two Tiny
[Updated on: Sat, 19 April 2008 02:45] by Moderator Report message to a moderator
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182138]
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Sat, 19 April 2008 02:59
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ctiberious |
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Messages:605
Registered:March 2007 |
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@wil473: When I first start, I cleared the soldiers from A9. Then I went down into the subway and dealt with the goons down there. At that point, I was basically still "oohing and aahing" so when I saw you could go up on the other side of the A10 subway station, I did. Which lead me into the subway terminal in A10. Where I proceeded to kill more enemy soldiers. I've no idea why these A10 soldiers didn't get effected by the bug, though. But I did definitely meet soldiers when I came out of the subway into sector A10. That's also where I first saw the police but, as I mentioned, they left me alone so I left them alone. Considering they should have been linked with the hooligans I killed in the A10 subway, I have no idea why they weren't immediately hostile towards me.
Also, in the Calisto subway there's an "A.L.I.C.E." that appears to be statically placed on the map. That's fine in OIV mode, but in NIV mode the ALICE pack and the ALICE CP are two different items. And in NIV, the regular ALICE pack is useless. You can't even put it into any other items since it's ItemSize=99 flag (which makes it OIV only) is treated as ItemSize=34 which can only be carried in hand. It might be worth removing that item (and similar items) from the map since there isn't currently a way to have the map editor limit item appearance to game mode.
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182145]
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Sat, 19 April 2008 04:07
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Uriens |
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Messages:345
Registered:July 2006 |
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AFAIK police and gunrunners (white heavily armed guys all over Danubia) will turn hostile after day one or as they call it: 'when the word of your arrival spreads'. It's a guarantee that they will go hostile so you should ready for it. Actually, on day one I (ab)use the fact that police doesn't attack me yet so I place may mercs in positions to take all or almost all of them in one turn and then attack them. At A10 I took out all but one in one turn. HP and headshots on them do wonders.
It's not bad idea to try to take as much as you can on day one but that also means you won't have time to train militia. I guess it depends on the style of play. I personally took all 4 sectors of starting city and started training militia but I had to take out about 5-6 enemy attack groups that tried to retake city. Lots of combat on day one but it was fun.
In my current game I didn't run into that bug when you exit train station in A10 sector. However, in the game before (the one that got corrupted) I did run into it. I guess this bug is related to the old bug that happened in Omerta - Queen would take back that starting sector, but when any newly hired merc arrived at that drop point, it would simply erase that group. Merc(s) would arrive but enemies dissapear. It may be related with this one.
I did run into another problem in this game though. It's related to BR shipments - as soon as I took Airport I ordered 3 shipments during a period of 2 days from BR with the order 'arrive when it arrives' (the cheapest one). It was mostly ammo and 1 or 2 high powered pistols, but the shipments never arrived. Actually no message from BR, no notice of anything. My money was gone though and I was almost flat broke because I was counting on that shipment. Now, I know that shipments can get lost sometimes if the airspace at the airport isn't safe (i.e. if the SAM site is still in enemies hands), but what that happens you receive a note from BR of arriving shipment and when you check the sector you get empty box with no goods in it (I did have this happen later in game before I took SAM site of course). However, in this case, there was no message from BR and, of course, nothing in the box on the terminal. Never had this happen before. I had to use cheat to get some money and try to reproduce the bug, but following shipments arrived normally.
Btw. I have turned off Pablo stealing from shipments option. I doubt it has anything to do with the bug though.
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Master Sergeant
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184214]
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Mon, 05 May 2008 21:32
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ctiberious |
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Messages:605
Registered:March 2007 |
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wil473@ChrisL - the ClockStop bug, do you believe this is something that is isolated to D6 or something that requires an .exe fix to prevent this in other maps and mods? If it is just D6, I'll put some kind of obstacle on GridNo 8862.
EDIT: I think I found out why the pathfinding wants to go inside to get outside. While testing the addition of a soda dispensing machine to GridNo 8862 I noticed that the opposite side of the adjacent wall has a rope fence. When I tried to take the Merc back outside the path finding took the merc to the rope fence, and jumped the merc over it (and through the wall to the outside). Deleting the rope barrier should prevent this, but this will change the look of the building. In my test exe I added some code that forces an assertion error should we ever try to create a path that repeats itself. This doesn't stop the bug, but it does at least crash the game in a more managable way. Plus it gives a few details like which soldier is having trouble and which tile the trouble is at. I'm just not sure if this might cause problems (or maybe just speed issues) in other places so I haven't committed it to the main source yet.
As far as this bug, I really think it's a problem with the map itself. If removing the rope will resolve it, that's cool. But there must be something else going on since the game thinks it's possible to jump through that wall.
I haven't experienced this exact bug anywhere else. That doesn't necessarily mean it's just this map, though. It's possible that I've just never had any other map where a soldier needed to cross GridNo 8862. That would be kinda weird considering how long I've been playing JA2, but it's certainly a possibility. Unfortunately, I just don't understand the pathfinding code well enough to delve deeper into what might be causing this bug. Maybe the code is doing something wrong, or maybe it's reading something on the map incorrectly. But I think my first suggestion might be to delete and recreate that entire wall. Maybe there's just a bug somewhere on that wall that makes the game think there's some kind of opening when there really isn't.
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184334]
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Wed, 07 May 2008 01:13
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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wil473
Suggestions:
- have the game check before jumping fence to see if there is a wall or other obstruction in the way
please don't.
invisible fences placed at the right positions allow entering buildings "through windows"
i wouldn't want so see such a feature removed just to fix some minor mapmaker carelessness.
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Sergeant Major
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