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Re: UC-1.13 Hybrid[message #129085] Sat, 10 February 2007 03:29 Go to previous messageGo to next message
ShadoWarrior

 
Messages:245
Registered:January 2006
Location: Twilight Zone
@Judge: I haven't seen a hostile civilian yet, and I've captured all sectors of Atremo and Calisto. What sector's supposed to have the hostile civvies?

@Tbird: 45k?!! What'd you do, start with $60k and a team of all IMPs?

Re: UC-1.13 Hybrid[message #129118] Sat, 10 February 2007 17:11 Go to previous messageGo to next message
kaybl1991

 
Messages:30
Registered:December 2005
Location: Hamilton - New Zealand
Pretty much any town sector after dark. In Atremo you've got the police in A10 and bikers in B10. Calisto has police in just about every sector and gunrunners in B14 (those pleasant ladies and gentlemen with white-shirts and high-powered assault rifles - I'm surprised you missed them, given they rarely miss!).

They all use the 'hick' civilian subgroup, so turn hostile if you show up after dark, or shoot one of them
:walking: :rifle:
Re: UC-1.13 Hybrid[message #129122] Sat, 10 February 2007 17:28 Go to previous messageGo to next message
tbird94lx

 
Messages:684
Registered:April 2002
Location: ohhhhhh canada
no..didnt start with a full team..just a couple imps..and recruited rosebud the chick and rude dog..so had 20+k already.plus i found money inna lotta desks and cabinets etc...and the stuff i found useless and sold to locals at 10%..left for calisto with about 45K in my pockets


Re: UC-1.13 Hybrid[message #129187] Sun, 11 February 2007 02:34 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
In the exact opposite to Judge's solution, during a break from real-life, had to delete all civilians from the map I3 to avoid the CTD on switching to tactical. When I have time, I'll try and determine specifically which civ is causing the CTD.

Also found a bug with Strategic Map movement and the D1 Gun Runners cache. (This map also needs a cow or two.)

Judge, Map F3 should also be on the list of those that have the hostile civ respawn issue (General Marco's personal guards).

[Updated on: Sun, 11 February 2007 18:07] by Moderator



Re: UC-1.13 Hybrid[message #129952] Fri, 16 February 2007 18:13 Go to previous messageGo to next message
jEbUs

 
Messages:37
Registered:November 2003
Location: Brugge, Belgium
wil473
The good news is that I
Re: UC-1.13 Hybrid[message #130173] Mon, 19 February 2007 16:56 Go to previous messageGo to next message
Klaus Borek

 
Messages:7
Registered:March 2004
Hi, a hidden tester until now here ...

I was the one w/ those sawed-off shotguns only.
So decided to make a complete clean install. 1st sector i recived some pistols, but only because ive stolen them from the soldiers. They did not drop weapons, only some uniforms w/ drop all set on.
2nd sector (militia station) all those sawed-off shotguns, some with interesting munition (5,45 mm), agan got this while steeling it from the soldier. Elhi has the Bizon as it possible should be.
3rd sector (Rude Dog, he has the commando) all soldiers sawed-off shotguns, so decided to shot this gang, and got with drop all noting when the tool-tip shows a pistol.

Also the steel menu shows no items, no frame, only the buttons for okay, select all and cancel. It to a while until i found them, before i was thinking the game hangs.

All thos errors are looking like some data file is not in the right position. I proceded exactly following the readme, using a up-to-dat Ver 1.13 installation (a working one) and my working installation of UC. The UC-Hybrid installation i made in a new directory copied from the 1.13 installation.

Any hints?

playing at 800x600 and 1024x768.
Re: UC-1.13 Hybrid[message #130225] Tue, 20 February 2007 03:06 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
I've only had the shotgun thing happen once. The landing map (A9) enemy troops are pre-placed on the map which accounts for a few things: 1) why they're not affected by the shotgun thing, 2)this is why the Skorpion SMG's are missing their folding stocks on this map(see page 2 of this thread).

The thievery menu I think is a 1.13 issue, anyone see the same thing in regular 1.13 or other 1.13 mods?

Zip your savegames Sukayo (hang on to them, someone may be able to do a proper analysis of the save games) and restart (don't bother reinstalling unless you absolutely have to). I'd suggest using the cheat codes at first to do a quick survey of the first few maps to make sure you don't waste time fighting only Sawed-off equipped troops.

In between my "homework" here I've been compiling a brief questionnaire for the beta testers:

1) Is the "Kitchen-sink" mod still in the spirit of Urban Chaos (yeah I know highly subjective)?

2) How's the folding stock system working out? Is anyone using it?

3) How is the the weapon balance handling?

4) How is item availability?

5) Please report all spelling and stats errors to me. I'm planning another revision in about two or three weeks?

6) Please report all re-spawn hostile civilian issues here for Judge to fix?

7) Any requests?

As I see things there are three categories of UC-1.13 Hybrid issues:
1) Errors in things implemented that can be fixed -> spelling mistakes, wrong weights, general mistakes on my part...
2) Stuff left unfinished, but there is technically nothing stopping it from being fixed -> Rude Dog's eyes, (Will Gates is sending me his fixed Ehili)
3) Thing currently limited by the engine -> The Bullet Train website, magazine fired RPG's, Bobby Ray shipping destinations still naming Alrucan cities


Recently Fixed (Sorry Testers some of these are save game breaking):
- I forgot to include the maps with Devin in them
- The multifunction TI scope is now actually multi-function (it actually works as a face item now and as a slightly better all conditions battle scope)

[Updated on: Wed, 21 February 2007 00:17] by Moderator



Re: UC-1.13 Hybrid[message #130406] Thu, 22 February 2007 03:40 Go to previous messageGo to next message
kaybl1991

 
Messages:30
Registered:December 2005
Location: Hamilton - New Zealand
Weapon balance seems okay so far - I'm in the middle of 'liberating' Troy, so I'm starting to see decent mid-game weaponry and snipers.

Armor balance seems a little wack though - the best armor (without ceramic plates) in the game so far is a BDU (28% armor) far better than flak and kevlar. Meanwhile, the Ghillie suits (with 0% armor?) have so little durability, one bullet or a quick swim is enough to ruin them. To be fair, I'm not a 'stats' sort of person, so maybe this is entirely reasonable.

I'll also have a go at externalising the shipping destinations this weekend.
Re: UC-1.13 Hybrid[message #130411] Thu, 22 February 2007 05:50 Go to previous messageGo to next message
Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
Judge
Meanwhile, the Ghillie suits (with 0% armor?) have so little durability, one bullet or a quick swim is enough to ruin them.


Actually the way ghillie suits are implemented has always bugged me quite a bit. Why would I want to sacrifice all armor protection other than a ceramic plate in exchange for a camo bonus I could get by simply using a camo kit? I really like the idea of ghillie suits but the game mechanics makes actually using them a really dumb idea (to me at least).

While I expect this is actually beyond the scope of what this thread is about, I would be much happier if ghillie suits were treated as an attachment to armor than as an armor themselves. In truth a ghillie suit is something added to the outside of what someone is otherwise wearing. One could very feasibly be wearing body armor under the suit, so it being an attachment actually makes a lot of sense.

One might retort that as an attachment such a camo bonus would be too attractive, rendering camo kits redundant. I would counter that a ghillie suit is somewhat encumbering (abstractly translating to an extra weight). One could choose to go the ghillie suit attachment route and take the encumbrance penalty or shuck the weight and pay for extra camo kits. As a game mechanic, it is balanced and adds strategic choice.

(My first post, please be gentle.)
Re: UC-1.13 Hybrid[message #130413] Thu, 22 February 2007 06:01 Go to previous messageGo to next message
tbird94lx

 
Messages:684
Registered:April 2002
Location: ohhhhhh canada
i find ghillie suits to be a redundant waste of xml space..a nice set of dyneema with the spec ops thingie attachment and the helmet cover thingie gives ya 50% camo permanently..plus..with a ceramic plate and knee guard..your over 100% armour...and its reasonbly lightweg=ight also...who in thier right mind would use ghillie suits in game ever?...makes no sense..they are totally useless..should be an attachment like pan says

PS:to it being yer first post..we wont let MarlboroMan spank you too hard..he'll be gentle... :yikes:

[Updated on: Thu, 22 February 2007 06:03] by Moderator



Re: UC-1.13 Hybrid[message #130414] Thu, 22 February 2007 06:16 Go to previous messageGo to next message
Marlboro Man

 
Messages:1192
Registered:October 2005
Location: USA
:/



Actually need to take this ghillie topic down to feature requests. And I also agree that the ghillie needs to be an attachment, along with any of the other under garment armor types. Have camoed BDUs as main clothing and then have the armored vests and what not as attachments. Pants should only have minor or small plates, knee pads and shin guards.


Re: UC-1.13 Hybrid[message #130425] Thu, 22 February 2007 11:30 Go to previous messageGo to next message
ShadoWarrior

 
Messages:245
Registered:January 2006
Location: Twilight Zone
FWIW, I agree with Marlboro, et. al.

Re: UC-1.13 Hybrid[message #130428] Thu, 22 February 2007 11:33 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
Judge
I'll also have a go at externalising the shipping destinations this weekend.


sounds great stuff
Re: UC-1.13 Hybrid[message #130429] Thu, 22 February 2007 11:34 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
Armour: yeah there were a few problems with editing armour a little while ago, for the last little while I've been neglecting it. With the promise of a new editor, that will be on the list of things to do.

(UC-1.13's)Ghillie Suite components should attach to armour in the Hybrid already. Gives major camo(forest) bonus, and a penalty to AP's. If only there was a modifier for movement costs that could be used instead of the APBonus varible (mind you that wouldn't be as transparent to the user as a straight AP deduction).

[Updated on: Thu, 22 February 2007 11:35] by Moderator



Re: UC-1.13 Hybrid[message #130609] Fri, 23 February 2007 22:16 Go to previous messageGo to next message
Sergeant_Kolja

 
Messages:42
Registered:July 2003
Location: Hannover, N-Germany

Panpiper
I would be much happier if ghillie suits were treated as an attachment to armor than as an armor themselves. In truth a ghillie suit is something added to the outside of what someone is otherwise wearing.


not so bad idea!
But I bet, You'll be much hapier if ghillie suits are notattachments to spectra armor. You'll be really happy, if spectra armor would be an attachment of ghillie!

Yes?
This can be done by editing the XMLs. Also posible (and more balanced): Combine ghillie with armor and get a armored ghillie. This can only done once and will therefor not spoil the game too much.


Re: UC-1.13 Hybrid[message #130615] Fri, 23 February 2007 22:36 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
armored ghilie is nonsense

you'd have to have like -10 AP bonus if you were crawling around with ghilied heavy body armor

if you want 100 percent ghilie --> no body armor

keep your snioer proeteced at all times by spotter/ supporters

Re: UC-1.13 Hybrid[message #130621] Fri, 23 February 2007 23:03 Go to previous messageGo to next message
sah
Messages:1
Registered:September 2006
Location: Poland
IRL, there are reasons why not everyone wears the ghillie suit. These reasons should probably be (partially) recreated in the game. 6 mercs with suits and body armor would be absurd.
Re: UC-1.13 Hybrid[message #130639] Sat, 24 February 2007 00:59 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
Scorpion, you're giving away the secret of the ghilie suite.

Spectra Helmet= 0
Spectra Leggings = -2 AP
Spectra Vest = -1 AP
Ghillie Hood = 0
Ghillie Suit Jacket = -2
Ghillie Suit Pants = -2
Total = -7 AP

I would have made it more but EOD needed to be worse off with -9 AP for the full suite. I could be wrong, but isn't the limit -10 AP.


Well as everyone has already seen the above here's the break down:
Yes in the current beta the Ghilie can be worn directly (for little to no armour effect) or it can be attached to armour taking up an attachment slot.

Now that I seem to have the xml editor working well enough to play with armour (still can't get the original attachments xmls to work, but I think I can salvage a big chunk of it, that or Madd Mugsy will hit me with some simple mistake I left in there...) its time I start deliberating on how to do it:

Right Now you are being penalized:

Armour / AimBonus / APBonus

BDU / -2 / 0
Boonie Hat / 0 / 0
Ceramic Plates / -2 / 0
Commando Pants / 0 -1
Commando Vest / -2 / -1
EOD helmet / -4 / -1
EOD pants / 0 / -4
EOD vest / -10 / -4
Flak Jacket / -1 / 0
Ghillie Hood / -1 / 0
Ghillie Suit Jacket / -1 / -2
Ghillie Suit Pants / 0 / -2
Guardian Vest / -3 / -1
Kevlar Helmet / -1 / 0
Kevlar Leggings / 0 / -1
Kevlar Vest / -2 / 0
Leather & Kevlar Jacket / -1 / 0
Leather Jacket / 0 /0
Longcoat / 0 / 0
Spectra Helmet / -1 / 0
Spectra Leggings / 0 / -2
Spectra Vest / -4 / -1
Steel Helmet / -1 / 0
Striker Helmet / -1 / 0
Striker Pants / 0 / 0
Striker Vest / -2 / 0

Need to figure out a way to balance things based on:
- protection
- coverage
- weight
- cost
- Camo
- load carrying

Just thinking out loud:
- Reference point of full Spectra/Dyneema + Ceramic Plate insert = 100% armour
- Full Commando or Striker > 100% (just as a nod to the original Urban Chaos plan)
- I'm going to add the graphics for Medical Commando Vest and Helmet; probably Squad Leader and Assistant Squad Leader too. Prime difference will be what cargo they can accommodate
- 1.13 load bearing is has same armour stats as base armour
- BDU protection needs to be lowered substantially
- Better distribution of AP and aim penalties to armour, give ceramic an AP penalty too
- Ghillie, ceramic, metal plate, and kneepads all attachable or direct to the merc
- Full Ghillie = 90% Forest Camo
- Full Striker = 60% Urban Camo
- Full Commando (Vest + Pants) = 20% of forest, 20% desert , 15% urban (all environment camo like that new camo pattern the US Army is deploying) Computer will claim 55% Camo, won't really work anywhere really well...

I won't have time to work on this till Thursday. So by all means tear into the ideas...

Edit: Good news everyone, Madd Mugsy did find that it was something really easy (and my fault) crashing in the xml editor.

[Updated on: Sat, 24 February 2007 01:14] by Moderator



Re: UC-1.13 Hybrid[message #131507] Sat, 03 March 2007 05:58 Go to previous messageGo to next message
Spinx

 
Messages:34
Registered:February 2007
Location: Washington state
IVe got a question is it ready to be played yet? if so is there anyway i can get a copy? i liked the one for vanila and i would like a chance to get to try this on 1.13
Re: UC-1.13 Hybrid[message #131528] Sat, 03 March 2007 10:34 Go to previous messageGo to next message
Annapolisjohn

 
Messages:117
Registered:September 2003
Location: westminster, Maryland
UC is in Beta test ... So you will have to request it from Wil473 and he would need to send it to you as there is no link!
Re: UC-1.13 Hybrid[message #131671] Mon, 05 March 2007 01:00 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
I think I've got everything fixed up from the conversion to the XML Editor. Despite the long save times, my only advice is save often (archive working files often too).

- Added Micky back to the appropriate maps
- Fixed Ehili
- added cows and civilians to the gunrunner and other hostile civilian maps

Warnings:
- Save Game breaking due to the magazine.xml changes
- Need to have the latest SVN release (SVN Rev. 722)

Question: Should the UC-1.13 Hybrid's .233 ammo be AP or left regular?

[Updated on: Mon, 05 March 2007 01:06] by Moderator



Re: UC-1.13 Hybrid[message #131692] Mon, 05 March 2007 05:54 Go to previous messageGo to next message
ShadoWarrior

 
Messages:245
Registered:January 2006
Location: Twilight Zone
wil473
Question: Should the UC-1.13 Hybrid's .233 ammo be AP or left regular?

regular

Re: UC-1.13 Hybrid[message #131734] Mon, 05 March 2007 17:30 Go to previous messageGo to next message
Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
Is there any way I could cajole my way into this beta test? While I am not typically much inclined to put in the work of modding (I am occasionally tempted to so embark), I do have quite a bit of gaming experience. (I released a total conversion for Doom just after Quake came out. Accordingly, no one ever heard of my TC.) I've been a hobby wargamer for thirty years, did a one year intensive programming binge ten years ago (so I know how bugs work) and am sufficiently articulate to properly document any weirdness I might encounter.

Pretty please? I loved the original Urban Chaos but am now totally hooked on the 1.13 project's improvements.

panpiper'at'gmail'dot'com
Re: UC-1.13 Hybrid[message #131786] Tue, 06 March 2007 07:10 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
Beta Tester's check your emails (you too Panpiper). I hope we didn't lose anything in the conversion to the new XML editor.

Forgot to note in the email, please test map I3; it should work (more reliably).


Re: UC-1.13 Hybrid[message #131805] Tue, 06 March 2007 13:24 Go to previous messageGo to next message
tbird94lx

 
Messages:684
Registered:April 2002
Location: ohhhhhh canada
why does everyone call me tbrid?...as in the UC credits Razz..its TBIRD..lol


Re: UC-1.13 Hybrid[message #131806] Tue, 06 March 2007 13:28 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
damn! it wasn't "The Bride?"

always got it wrong ;-(


Re: UC-1.13 Hybrid[message #131839] Tue, 06 March 2007 18:04 Go to previous messageGo to next message
Ramirez

 
Messages:86
Registered:January 2004
Location: M
I haven't read a lot of these pages so if this was already mentioned Razz.

Game crashes when Ayana? (the girl instead of Flo from MERC is hired. Happens instantly when Hire-Button is pressed.
Re: UC-1.13 Hybrid[message #131876] Wed, 07 March 2007 00:30 Go to previous messageGo to next message
Khor1255

 
Messages:1820
Registered:August 2003
Location: Pleasantville, NJ
Does anyone have the 722 .svn that I need to install this mod? I've forgotten how to get to the .svns and really just want to use this one since my playing time is very limited.

If you could e-mail it to Khor1966@yahoo.com I'd apreciate it.
Re: UC-1.13 Hybrid[message #131881] Wed, 07 March 2007 01:30 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
@TBIRD: I'll fix that for the next beta

@Scorpion: I received your email. I'll post up here a quicker (and hopefully safer way) to install the mod.

@Ramirez: known issue, you cannot hire Biff or Ayana while the other is still available. It has something to do with Speck's, "hire one, why not hire the other speech." Wait until one or the other is busy, hire the other one (even if its not the one you want) and wait for the other to become available (if you didn't get the one you wanted). I usually hire Biff anyways to cover training duties (Danubia has a lot more maps where militia can be trained).

@Khor: so you are getting my emails. The most important thing about 722 is the big items folder. After dinner, I'll send you the one I use in the default "Data" directory (to prevent crashes). Actually now that I think about it, which .exe revision are you up to?

@Panpiper: I've received your email, a quick read through, and I think something is not right with your install. Still I'll double check the zip file I sent to make sure nothing is missing. Your experience and TBIRD's from last time around underscore our need for a reliable installation system.

[Updated on: Wed, 07 March 2007 01:31] by Moderator



Re: UC-1.13 Hybrid[message #131882] Wed, 07 March 2007 01:34 Go to previous messageGo to next message
tbird94lx

 
Messages:684
Registered:April 2002
Location: ohhhhhh canada
i capitolized tbird to point out it was misspelled Razz


Re: UC-1.13 Hybrid[message #131887] Wed, 07 March 2007 02:08 Go to previous messageGo to next message
Khor1255

 
Messages:1820
Registered:August 2003
Location: Pleasantville, NJ
I just installed the January 07 version (687 I think). You know, the last full release.

I read here that you had updated your .xmls so I loaded this one as a base for the UC 1.13 mod. So far I have not installed what you sent me (I've only recieved 1 e-mail from you) because you warn to use the 722.

I don't want to start posting bugs that are a result of a faulty install so I hope to have the cleanest version of your UC that I can get.

What I've done so far is to copy/paste a vanilla version of Ja2 into a directory called UC 1.13 right on my C drive.

I then installed the Jan 07 1.13 and am waiting to install the 722 before going any farther.

Do I just install what you sent me yesterday into the main directory?

Sorry if you've already answered this elsewhere but I didn't find mention of it in this thread and it is quite long.

I was waiting to e-mail you until I got at least a first impression of what you've done. I'm really looking foreward to playing this and a friend of mine has also got back into UC so we are going to do a lot of testing comming this weekend if not sooner.
Re: UC-1.13 Hybrid[message #131891] Wed, 07 March 2007 02:57 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
@ Khor and a few others, I've sent the graphics. You should be able to get away with just the January '07 .exe.

@ tbird sorry about the misspelling (and the Caps); I honestly thought you wanted it in all caps (and didn't notice the misspelling till your last post)

Working draft of a quick and somewhat safe way to install the UC-1.13 Hybrid.

You need:
- A working 1.13 install (for arguments sake, lets say 725)
- Original Urban Chaos install files
- zip file containing the Beta UC-1.13 files

1) Unpack Urban Chaos files:
- a) create an easy to find folder named "UC Target"
- b) copy the ja2.exe file from the 1.13 install into the "UC Target" folder.
- c) launch the original Urban Chaos installer, and direct it to ja2.exe in the folder named "UC Target" and run. This will unpack all the original Urban Chaos files.

2) Preparing the "Data-UC" folder:
- a) inside the "UC Target" folder and you will find the "Data" folder. Rename this "Data" folder "Data-UC"
- b)
Copy from: "Data-1.13" to: "Data-UC" folders: "Tabledata," "Sounds," "Bigitems," "Interface"
Copy from: "Data-1.13\tilesets\" to: "Data-UC\tilesets" folder: "0"
Copy from: "Data-1.13\interface" to: "Data-UC\interface" file: infobox.sti
- c) Extract from the Beta UC-1.13 zip file the "Data-UC" folder into "UC Target" folder, overwriting the original.
- d) You now have a custom Data folder containing the full UC-1.13 hybrid. Move the "Data-UC" folder into the main 1.13 directory, alongside "Data" and "Data-1.13"

3)
Inside root folder for the JA2 1.13 install, Edit Ja2.ini and change the CUSTOM_DATA_LOCATION to CUSTOM_DATA_LOCATION = Data-UC

[Updated on: Wed, 07 March 2007 03:10] by Moderator



Re: UC-1.13 Hybrid[message #131900] Wed, 07 March 2007 05:36 Go to previous messageGo to next message
Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
Sorry Will, I feel a bit of the fool. Unfortunately I had to stop playing just as I came to came to the much the conclusion that you did, that there was something wrong with my install. I am back now this evening and the first thing I did was to do a reinstall of the beta files. I noticed immediately that there was a file size difference in some of the files I was overwriting, so I obviously screwed something up the first time. I'll send another report tomorrow.
Re: UC-1.13 Hybrid[message #131971] Wed, 07 March 2007 20:35 Go to previous messageGo to next message
Ramirez

 
Messages:86
Registered:January 2004
Location: M
Next Smile.

First map. Cannot load any saved game. Saved right after finishing the hiring and IMP stuff. Then 2 times during battle and quicksave. Neither can be loaded. Loading screen appears and after first third message ERROR loading the game.

Need savegames?
Re: UC-1.13 Hybrid[message #131989] Wed, 07 March 2007 23:10 Go to previous messageGo to next message
ShadoWarrior

 
Messages:245
Registered:January 2006
Location: Twilight Zone
Ramirez, the problem must be in your install because I just started a new game and I have no trouble loading saves, either after the first battle, nor during it. However, I don't have any quicksaves, just regular saves.

Re: UC-1.13 Hybrid[message #131993] Thu, 08 March 2007 00:10 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
Same here, I started a game and played through to Calisto before releasing the files. Still it wouldn't hurt to take a look at the affected save games.

@Panpiper - give the new install instructions a try when you have time.

[Updated on: Thu, 08 March 2007 00:14] by Moderator



Re: UC-1.13 Hybrid[message #132004] Thu, 08 March 2007 03:24 Go to previous messageGo to next message
Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
I recopied the files from the zip file you sent. This time I did not do a drag folder routine, I manually moved all files, directory by directory. Now things seem to be working properly. Rosebud, Carmen, hostile gang in the subway, etc. I head off to Calisto

When I attempt to go to Port Kip, to route back to Atremo, having realized that I omitted to bring wire cutters with me, I learn that the gang in I-14 first level (Troy) is not hostile. I never was very good at navigating those subways. I then remember that they turn hostile for odd reasons such as time of day...

Some of the map names are displaying Arulco names. Is there a list of known issues somewhere? Maybe this is my install problem popping up again.

Do you want to know about cosmetic oddities in the tiling, meaning how various sections of ground tiles very occasionally show random bits of other parts of the map? It doesn't seem to affect the functionality of the terrain, just the graphics. They usually pop up when I change targeting levels and then scroll the map. Truth is, now that I think about it, I believe I have seen these oddities when playing the straight 1.13 mod. Nothing to do with UC per-say. I am not even sure it isn't something to do with my hardware as opposed to the map and software. I am running XP pro x64 bit on a dual processor core. A large number of applications do not seem to work well on my system, including a distressingly large number of mod related softwares. This is probably not what you want to hear from a beta tester. Then again, maybe it is.

I had to chase down 'Frank' the bartender at 'Drassen Airport' in order to buy a drink from him and get his info. He was wandering around the parking lot.

I head down to D13, properly reading Callisto Mine? There are no hostiles. I talk to 'Fred' and the mine is mine. The previous times I have played UC I always entered likely hostile zones during the night, so I am not sure this isn't something similar to the gang hostility being related to day/night time. At one point my main 'search everything' character got boxed into a room by one of the non-hostiles who refused to move. I strat moved to get out. Herve doesn't sell drinks?

So having conquered the three original 'Drassen' city squares, I decided to train some militia to hold the vital airport and first mine, before I started having too much territory to cover. Having gotten my militia to regular (could not yet afford to get them to veteran) I went to tactical in the airport to pick up a delivery from BR. Lo, the previously benign residents opened fire on my militia. They didn't last long, my militia doing most of the work. I guess I should stick to my original tactic of going in at night, when they are all hostile. I prefer to do the heavy hitting myself.

Then having promptly forgotten that my other militia occupied sectors are likely not cleared, I had a couple of wimpy MERC mercs walk out of a subway in C13. Thank god for my regular militia who again made largely short work, though my MERC mercs had to do a bit of fishing. It was actually rather fun trying to bait the enemy with my wimpy mercs so they could go screaming to the militia. I suppose I shall now have to clear the mine sector while it is occupied by my own militia.

I have had one CTD during a combat, but such is occasionally normal for me when running 1.13, so I doubt it is to do with this mod. More in Email tomorrow (assuming I can blow off work enough to play).
Re: UC-1.13 Hybrid[message #132039] Thu, 08 March 2007 18:40 Go to previous messageGo to next message
Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
I am not at all sure if this is a UC1.13 mod related bug, but it's definitely a problem.

I had foolishly forgotten about the queen's attempt to take back D13. (Old age comes early.) I anticipated a huge fight as I saw maximum hostile groups coalescing around D13. In previous 1.13 games, these forces attacked simultaneously, a single battle in which well over a hundred enemy would descend. I was a bit surprised to find myself hunting down the last few stragglers after only 25 came on map. Rather than wait for the rest, I figured I would take the battle to them and headed south to the city square beneath. I left Ayana behind training. 25 enemy dead later, I notice that D13 is showing itself to be a combat zone and Ayana is in there. Ok, no problem, I'll go back.

Problem. I strat move my combat squad north to D13. The game opens up the deployment window to have me choose the entry point. Placing my entering combat squad's deployment is no problem. The problem is Ayana. The game requires me to choose her entry point but will not allow me to place her. There is no escape from this screen other than control/alt/delete.

The work around I used to get past this was to order the strat move, and advance four minutes, one minute before arrival. Then go to Ayana and enter the tactical map. Sure enough, within seconds her reinforcements arrived on map. The problem I now face is that my combat team left their wire cutters on the ground while waiting for the previous mega fight that didn't happen (filling up with ammo, etc.). They entered into a section of the map that is hemmed in with fences. I now have to have Ayana find those wire cutters and make it to her reinforcements alone, in what could turn out to be a very hostile map. This could get VERY interesting.
Re: UC-1.13 Hybrid[message #132045] Thu, 08 March 2007 20:21 Go to previous messageGo to next message
Ramirez

 
Messages:86
Registered:January 2004
Location: M
Hmm, I did a new installation but problem still exists. I've read the installationinstruction 5 times to doublecheck where I might've missed something - but I do not see anything.
SVN update, made 2 fresh JA2Gold installations. One for 1.13 and one for UC.

But during my repititous instruction-reading I found something strange.
"
-Copy from: < Data-1.13\interface > to: < Data-UC\interface > file: infobox.sti

6.
Add to < Data-UC > the contents of this this zip file, make sure to overwrite the existing contents when prompted."

As the new zipfile has an infobox.sti I'm wondering why it has to be copied from Data-1.13 at all if it is overwritten when copying the new files?
Re: UC-1.13 Hybrid[message #132053] Thu, 08 March 2007 22:43 Go to previous messageGo to previous message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
@ Ramirez, thanks I received the save games. They load just fine for me. I did notice that you've enabled the M.E.R.C. on first day options (Gasket landing with your initial team).

About infobox.sti, that's me being too enthusiastic about copy and pasting interface sti's from my test directory to the distribution directory. I'll get rid of the extra file for future distributions.

Edit: just took another look at your savegames again, and used the cheat codes. The number of red dots at the bottom of the screen was a bit of a shock... And the equipment drop for "Insane" is overpowering to say the least.

At this point I'm thinking we really need an installer, something that only needs the player to point at the 1.13 install and the unpacked Urban Chaos files for it to reliably conduct an install. Programming something this simple is unfortunately beyond my capabilities. Any volunteers?

[Updated on: Thu, 08 March 2007 22:50] by Moderator



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