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UC-1.13 Beta Testing (2008/04/14 to 2009/10/29 )[message #181386] Mon, 14 April 2008 21:32 Go to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
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

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Lieutenant

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #181722] Wed, 16 April 2008 19:51 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
Maybe this is a known bug or maybe it's not even a bug, but I finally got a chance to try out this mod and I noticed something. Landed a group of 4 IMPs and 2 AIM mercs to start my new UC game. Nearly soiled myself when the first enemy arrived and I realized I had no weapons. Very cool. But something I noticed. I'm playing in NIV mode and none of my AIM mercs started with any LBE equipment. I hired both Raven and Raider (my usual two AIM mercs) and both started with just a leather jacket. My IMPs all came with a couple low end LBE items, but my AIM guys didn't get anything meaning not only could they not fight, but scavaging from the dead didn't leave them much room to put what little they found. Again, I'm not sure if this is intended, a bug, or maybe that I simply have the wrong version of the files.

Also, isn't there something about the folding stocks in UC? Like a means to extend them or something? I vaguely recall reading something about that but that might be nothing more then a drug induced flashback. Smile

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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #181741] Wed, 16 April 2008 21:40 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
@ChrisL

Folding stock is explained in the pretty large first post:

Quote:

Folding Stock System
Weapon base stats already include Ready AP Reduction% and To-Hit% to penalties (meaning you want to have a stock attached at all times or both penalties will apply).

Folded Stock - Lower AP costs vs. Lower To-Hit%
Extended Stock - Higher To-Hit% vs. Higher AP Costs

To use:
1) Put weapon in lower hand
2) Remove Stock Item and place in upper hand
3) Drag weapon over stock and select "yes" on merger prompt
4) Reattach Stock Item

XM8 HBAR and Groza Modules work the same way as folding stocks.


It pretty much means that you need to attach gun with the stock instead the usual stock into the gun. It changes stock from one type into the other. Actually, it's great system IMHO. You can do it in battle too. I think it costs 3 or 5 AP's (don't remember exactly).

The LBE problem is something I reported in the old thread. Betty in Calisto sells LBE gear but until you reach her you have to steal them from enemies. Not only do you not get it when you arrive, but enemies don't drop them either (unless you use 'drop all' option). Only your starting IMP's get some LBE with them when they arrive, hunters vest IIRC. ATM you can hire Rosebud and use him with his crowbar to put down and steal from enemies and get some better weapons/grenades and LBE gear. Hes very, very effective until later when longer range and bigger guns come into play, but make sure you have some merc close to him to quickly steal from them as soon as they fall unconscious.

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Master Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #181742] Wed, 16 April 2008 21:54 Go to previous messageGo to next message
cougar

 
Messages:254
Registered:March 2000
Is this a closed beta or did I miss the download link completely?

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Master Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #181744] Wed, 16 April 2008 21:59 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
@Uriens: Thanks. I knew I'd read it somewhere.

As far as LBE stuff, considering how important that is to carry capacity in NIV mode, it might be a good idea to outfit everyone with at least very basic stuff. In OIV mode you wouldn't have this problem, but when playing in NIV mode, the default items don't give you the ability to carry anything. Of course, you probably already commented on this. Smile That's what I get for coming into all this so late.

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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #181763] Thu, 17 April 2008 01:38 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
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

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Lieutenant

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #181944] Fri, 18 April 2008 07:49 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Bug: Guy in E12 drops AEK-973 rifle with attached NADA.
Bug: Match 9mm ammo gives no range bonus to AEK-906-1 revolver.

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Master Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182130] Sat, 19 April 2008 01:52 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
Are the "police" supposed to be bad guys? I had previously been in A10 but didn't have any issues with the police while I was killing enemy soldiers. Then after clearing the rest of Atremo, I started training some militia. I went back into sector A10 after getting some militia trained and as soon as the police spotted me, they opened fire. I was carrying weapons both times so I'm not sure how I managed to piss off the cops unless that's supposed to happen. I have been to the Calisto subway and dealt with the gang that was there before working on the Militia in A10 so I don't know if that may be part of the issue or not.

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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182133] Sat, 19 April 2008 02:40 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
@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

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Lieutenant

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182138] Sat, 19 April 2008 02:59 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
@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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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182139] Sat, 19 April 2008 03:05 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I've got a roaming patrol group that shifts between A10 and B10, in the event of no-queen troop bug they are meant to provide a "quick" resupply of troops. Mind you I think you're the first one to actually have this work. Basically I'm trying to cover up the bug with XML work...

There seems to be a delay for factions in one map to go hostile if you kill them in another map. If I remember, the original King Pin Quest had you killing King Pin (and map) but there would be a delay before the next map would go hostile.

Take a tool box to the "A.L.I.C.E." and it will turn into the Combat Pack. That's the only way I could think of of getting away with having the same item compatible for both OIV and NIV. Don't know what will happen if you do the same in OIV though...

[Updated on: Sat, 19 April 2008 03:07] by Moderator

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Lieutenant

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182145] Sat, 19 April 2008 04:07 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
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
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182152] Sat, 19 April 2008 09:00 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
There's another time when shipments disappear completely. If the loyalty of the town is below a certain point (20 I think) then shipments go poof.

Yup, it's 20.

	else if ( (gTownLoyalty[ DRASSEN ].ubRating < 20) || StrategicMap[ CALCULATE_STRATEGIC_INDEX( 13, MAP_ROW_B ) ].fEnemyControlled )
	{
		// loss of the whole shipment
		gpNewBobbyrShipments[ ubOrderID ].fActive = FALSE;

		SetFactTrue( FACT_AGENTS_PREVENTED_SHIPMENT );
		return;
	}

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First Sergeant

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182162] Sat, 19 April 2008 11:30 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Yes, but shouldn't Pablo tell you about it and get mail from BR about shipment? I didn't get either although I'm not sure if I had loyalty above 20. It was shortly after I took airport sector which is not enough to get 20. Not sure if I ordered before or after I took another sector.

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Master Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182175] Sat, 19 April 2008 13:27 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
If you happen to have a loyalty of less than 20, your ordered goods vanish without any message.

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First Sergeant

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182289] Sun, 20 April 2008 15:22 Go to previous messageGo to next message
razer is currently offline razer

 
Messages:26
Registered:April 2007
Location: Germany
Hiho

bug: hostile civ in I13 dropped a NADA with NADA attached
bug: Soldier in Chalisto airporst didn't fall of the roof after killing, just stood there with status dying
bug: hell of game freezes while: hittin the ok button on strat. map screen, in the first or second round after the battle began, during battle (ok button), while enemy reinforcements arrive (i think)
all freezes are reproducable
bug: sometimes the buttons in the hud seem to dissapear and game crashes when you hit one then

mfg

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Private 1st Class
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182323] Mon, 21 April 2008 01:52 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
wil473
Take a tool box to the "A.L.I.C.E." and it will turn into the Combat Pack. That's the only way I could think of of getting away with having the same item compatible for both OIV and NIV. Don't know what will happen if you do the same in OIV though...
You setup merge's to switch between ALICE and ALICE CP? That's very cool. And it should work just as well in OIV so long as you've got the relevent merges setup. Very clever way to resolve this. Smile

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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182732] Fri, 25 April 2008 01:24 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
Not sure if anyone has previously reported this but I just noticed that when enemy soldiers invade a sector you've already taken, they all show up in the sector in tight groups. Notice in the image I've posted below. This is sector E13, one of the two "clumps" of enemy units (the other is on the western road). If I had a couple explosives placed at the end of the road, I could clear most of the entire counter attack in one fell swoop.
http://img47.imageshack.us/img47/905/image1rk4.jpg

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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182737] Fri, 25 April 2008 03:17 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Chris what you are seeing is a relatively recent bug that's been observed a few times. On seemingly random maps the insertion points become limited to a small cluster around the default start points. I noticed that changing between your own NIV Beta .exe's would cause different maps to be affected. I think the first time this was noted was NIV Beta 11.x

NEW PATCH available:

Fixed 9x19mm Speedloader - missing the range bonus, caught by Uriens
Fixed Map E12 - Replaced the AEK-973 with a slightly less powerful Western weapon to fit in with the "Private Security" image (AEK-973 NADA attachment caught by Uriens)
Added Civilian LBE's - Now AIM and MERC hires can cary stuff right off the plane (for a price)
Changed Commando and Striker LBE's - now have First Aid and Gas Mask only pockets

Razer, Map I13 is crashing the current SVN Map Editor.

EDIT: I noticed there's a new Map Editor on SVN, I'll give I13 another try.

[Updated on: Fri, 25 April 2008 04:00] by Moderator

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Lieutenant

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182788] Fri, 25 April 2008 19:06 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
Can the new patch be installed into an existing game?

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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #182821] Sat, 26 April 2008 01:53 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The Patch can be used with an existing savegame but AIM and MERC won't have the new LBE's as part of their start inventory. The new E12 Map will work with existing savegames if you haven't visited E12 yet.

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Lieutenant

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #183378] Tue, 29 April 2008 23:49 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
I've just come across a clockstopper bug while playing UC. It's in sector D6. Ultimately the problem seems to be an infinite loop in the pathfinding function and we should probably get a coder with more experience with pathfinding to try and setup a failsafe so that sort of thing can't happen. But I'm assuming that something on the map is helping to cause this loop in the first place. I did some debugging and it looks like a path is jumping from one grid to an invalid grid over and over. I traced things and in my save I've got what looks like a female enemy soldier (ubID 49 in my size - she carries an AKS-74U) standing at GridNo 8854. The code is looking for the closest soldier to one of the panic buttons. This soldier definitely isn't all that close, but the code seems to check every soldier just to be sure. It does this by apparently calculating a suggested path from the destination back to the soldier's current location. If I step through the code, the path generated is perfect right up until we reach GridNo 8862. Rather then stepping to 8861 (which should be the next closest grid to this soldier), we step over to 9182 which is two tiles SE (and inside a building). From here the path moves back outside of the building and eventually back around to 8862 where we start the loop all over. I'm not sure why the code thinks moving from 8862 to 9182 is the appropriate move but I am assuming it has something to do with the map itself.

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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #183456] Wed, 30 April 2008 09:17 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Yes, pathfinding is the cause of stopclocks in my games too. It appears (looking at merc pathfinding) that initial path set by game gets changed after there is some interrupt (like spotting an enemy or item). After that it changes and it may cause pathing to go over the areas that are hard or not accessible.
I remember Overhaul working on that part of the code but I'm not sure if he was the only one. It's tricky to do it right, thats for sure.

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Master Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #183460] Wed, 30 April 2008 11:17 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
noted similar problem when npc got stuck on his path

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Sergeant Major
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #183735] Fri, 02 May 2008 01:33 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
I should point out that, at least on the map I mentioned, the problem is with a single tile. 1 tile (GridNo 8862) has apparently had it's NE edge mapped to 9182 which is what causes the loop. And it happens for every soldier that tries to find a path through GridNo 8862. I know cause I added an assert that tells me which ubID is having the problem. I'm then able to reload the game, go into GABBI mode and "kill" that specific soldier, which allows the game to run again. But if another soldier wants to pass through that tile at any point, the clockstop will happen again. To finish my battle, I ended up having to "GABBI Kill" about half a dozen soldiers simply because they eventually got to a position where they wanted to cross GridNo 8862. I just wish I could force a soldier to try and pass through that grid on another map so I can verify whether it's a map problem or something fundamental with the pathfinding system.

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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #183906] Sat, 03 May 2008 02:20 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
You know, this "cop" thing is confusing. I finally finished the batte in Port Kip (D6) but I see that there are a bunch of cops. Thing is, they're not enemies. Tried shooting them, but my popularity went down. Do I have to wait for these cops to become hostile towards me before I can shoot them?

And another thing. What are the "Rank Stripes" for? I see they attach to armor but do they have any point or are they just for "color"?

[Updated on: Sat, 03 May 2008 02:39] by Moderator

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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #183929] Sat, 03 May 2008 10:17 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Port Kip is sort like special case (different faction). It's all Kingpin's men there so I guess that's why they behave differently.

On another note, ChrisL, do you think you could do something about those small town militia windows you use to rearrange you militia in cities. They are all fixed at 3x3 in size but, as you can see, UC has cities that vary in size and shape more then that. ATM you can only rearrange militia in sectors that fall in those 3x3 squares while the rest are unreachable for you.

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Master Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #183940] Sat, 03 May 2008 13:45 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Sorry, haven't been around lately.

@Uriens - The Judge over a year ago already produced a custom .exe with a 16x16 (entire map) "militia management screen." Now that there is a "Major Non SVN" release and source code, Gotthard is planning on trying to integrate it into an exe (among other things). I think Gotthard went over the specifics of what was on tap in the closed (second) Beta thread. Only problem is finding free time...

@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.

[Updated on: Sat, 03 May 2008 14:16] by Moderator

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Lieutenant

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184012] Sun, 04 May 2008 14:11 Go to previous messageGo to next message
Nixou is currently offline Nixou

 
Messages:57
Registered:January 2008
Location: France
An UC-1.13 Hybrid. Isn't this the dream of a bunch of guys here?

As i see, it seems to be in development.

Thank you guys for your great work and time allowing to it!

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Corporal
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184214] Mon, 05 May 2008 21:32 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
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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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184235] Tue, 06 May 2008 03:10 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
New Patch Online now

-Moved rope fence in D6 away from adjacent wall, no longer can pass though wall by jumping fence
-Fixed 25mm HEAB CTD
-100 series AK's may now be equipped with PSO-P 6x scope
-Lowered priority of Garrison Group 13 (map C11 shouldn't refill so fast) **New Game needed**
-includes .exe from 2085 release

The patch shouldn't have an impact on savegames, though you won't see some of the changes until you start a new game.

ChrisL - the whole passing through walls on fence jumping settled it for moving the rope fence. Hopefully this also takes care of the deadlock bug. If needed I can still put an obstruction on that tile.

[Updated on: Tue, 06 May 2008 16:46] by Moderator

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Lieutenant

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184328] Tue, 06 May 2008 23:35 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
I still don't understand why the pathfinding system allows you to jump through a wall to hop that "fence" at that specific grid. Nor do I understand why the pathfinding system thinks jumping that fence is even needed since the next logical tile should have been 8861. However, with the maps from the update the bug no longer occurs.

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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184331] Wed, 07 May 2008 00:41 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Ran into another passing through wall while jumping fence in G7. There's an outdoor fence right next to the back (North) wall of at least one of the buildings in this map. Jumping the fence put me inside a garage. I'm suspecting the game engine does not check to see if the destination tile from jumping a "fence" is valid. Urban Chaos has a few incidents where jumping/climbing gets confusing.

Suggestions:
- have the game check before jumping fence to see if there is a wall or other obstruction in the way
- jump/climb occurs in the direction the merc is facing (found in Map A10 when trying to climb the subway station the merc had a tendency to jump the fence on the opposite side of the tile where the roof is)

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Lieutenant

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184334] Wed, 07 May 2008 01:13 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184344] Wed, 07 May 2008 01:35 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Good point, jumping through windows without any code work (free feature) is better than code work and no more jumping though windows (minor bug fix).

Alright, guess this means I'll have to get around to modifying G7. All Beta Testers please note any maps where "fences" are too near walls.

[Updated on: Wed, 07 May 2008 01:36] by Moderator

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Lieutenant

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184345] Wed, 07 May 2008 01:40 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Ok, I'll keep a look out.

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Master Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184374] Wed, 07 May 2008 13:04 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Bug: Postie's mouth coordinates on small picture are off.

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Master Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184435] Thu, 08 May 2008 03:44 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
the scorpion
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.


ey, that

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First Sergeant
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184440] Thu, 08 May 2008 03:55 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
not sure.

i first noticed it in deidranna lives that you can jump through walls using sandbags to jump over. the conclusion to use it for windows is kind of evident. so i bet some guys have doen that before

in some vengeance maps, i made use of it


the other thing is jumping to nirvana if a merc is on a roof and a sandbag is underneath. i'm not sure right now whether this can be used to jump from one roof to another.

if yes, it shouldn't be fixed either Wink if no... does anybody know a good use for such?

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Sergeant Major
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #184562] Fri, 09 May 2008 13:21 Go to previous messageGo to previous message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Bug: In the sector H12 (Troy) there is enemy with Dragunov SVDS that has extended stock attached and no scope.

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Master Sergeant
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