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Re: Next 1.13 Release: Spring 2011[message #279577]
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Tue, 10 May 2011 07:17
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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UDB Questions with Old CTH in Revision: 4362
1) On the UDB General tab, Burst/AutoFireToHitBonus appear to be point based again, despite it being % based (as long as I have AUTOFIRE_TOHIT_BONUS_MULTIPLIER > 0) the last time I brought this up. Have ChrisL's changes to OCTH been dropped since the Beta started? or is this simply UDB needing some refinement to account for ChrisL's OCTH changes: point based when AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 0, and percent based when AUTOFIRE_TOHIT_BONUS_MULTIPLIER > 0?
2) Colour scheme for Burst/AutoPenalty appears to be backwards. For instance increase to burst/auto penalty caused by some attachments in UC-1.13v3.5 appear in Green, ie. the inexplicable 40 Burst/AutoPenalty my 6x scopes have are in green. Conversely, reductions to auto/burst penalties granted by foregrips are indicated in Red.
EDIT: the above has been brought up before, http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=269992#Post269992 (ignore off-topic conversation on the MP5F). I'm essentially following up on fixes found in the Beta, though these two appear to be unresolved.
EDIT2: realized I confused UDB (Ultimate Display Box) with UBT (something I've been working on in UC-1.13 v3.5 for last few weeks).
EDIT3: per ChrisL, it was a case of UDB just needing some refinement (now resolved).
[Updated on: Tue, 10 May 2011 19:07] by Moderator Report message to a moderator
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Re: Next 1.13 Release: Spring 2011[message #280034]
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Tue, 17 May 2011 06:48
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raycrasher |
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Messages:51
Registered:August 2010 Location: Philippines |
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Logistericdeanne, i'm quite good at going berserk but in this case i daresay it was just a clarification as the bug mentioned is surely not aimNAS-related - so the question could be rephrased to - has this exe-bug meanwhile (since the exe 'delivered with' aimNAS = 4057) been squashed?
Thank you very much, this is what I meant. My apologies for the mistake. Since AIMNAS is essentially an XML-related mod, and also I tested build 4057 with a standard 1.13 installation and reproduced the bug, it is therefore EXE-related. Just wanna ask
@wil473,
Hmmm, so the inventory lag bug really is fixed in the Beta? Thanks!
@dinglehopper
Exactly my point. It's all good to test this only with the basic 1.13 dataset, but inputs from other mods should be considered, since 1.13 is meant to be a basis for other mods.
@ChrisL
Since I am running 4057, I don't really have a good basis to test out the bug when it comes to later builds (4396, as you say), but in 4057 (the build included in Tais' AIMNAS SCI, the bug occurs everytime you hover over an item in merc or sector inventory. I looked up what I thought was the corresponding code in the source, and it seems that the compatible items timer (sorry, I don't have the source here with me right now, gonna look up the proper filename and symbols again tomorrow) is based upon the JA2 timer. How about simply incrementing the timer per iteration? Yes, you may lose some item highlights, but it would be so much faster. Of course, this is only a work-around, but I don't mind losing some item compatibility highlights when it means a major boost in speed. Cheers!
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Corporal
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Re: Next 1.13 Release: Spring 2011[message #280134]
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Wed, 18 May 2011 18:57
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ctiberious |
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Messages:605
Registered:March 2007 |
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schlappe89I'm using Build 11.04.25. I don't know what mode I am using.
I installed 1.13 and the third update. Then I just played it right away.
I feel that assault rifles without scopes are worse than one handed weapons. What I'm after is not the date that the build was generated, but the actual revision number: Release v1.13.xxxx. And you can check your mode by either looking at the cursor (NCTH has a distinctly different cursor when placed over a target) or opening your options panel and looking at the "Activate New CTH System".
Anyway, in OCTH there used to be an issue with certain scopes. This was asn Items.xml related issue where the Battle Scope had a MinRangeForAimBonus setting set high as compared to all other scopes. The result was that any shot attempted within a certain range was basically impossible. This is because there is a penalty to the CTH applied when trying to shot at a target at very close range while using a scope.
And in NCTH, there was a Weapons.xml related issue where the listed nAccuracy values were not valid. The result was that "short range" weapons would be just about as accurate as "medium" and "long range" weapons, regardless of the actual range to target. There is also a penalty when using a scoped weapon within the scopes minimum effective range (Scope Magnification * NORMAL_SHOOTING_DISTANCE * SCOPE_RANGE_MULTIPLIER), but this is not a bug.
Both of these bugs have been resolved for awhile now, at least in the dev branch. Since both of these bugs were xml related, however, if you're simply using a newish build with older xml files, you may still be encountering the problem.
If you dont think its either of these issues, though, get me a savegame that demonstrates the issue and I'll have a look at it.
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Re: Next 1.13 Release: Spring 2011[message #280153]
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Thu, 19 May 2011 10:55
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MasterN |
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Messages:44
Registered:February 2011 Location: Berlin - Ger |
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played .4057 for a couple of hours now (hopefully it's the newest version)....
since i rather spend my time playing than posting, FIRST impressions:
PRO:
1 - new attachment system for weapons is brilliant, finally fully customizable FN-SCAR H SV ^^
2 - new skillset. very nice idea, allows more versatile mercs. at first i was suprised about the very high boni you get out of them... and then i found out why.... see CON 2...
3 - new mercs... is actually PRO and CON... i need to get my favourites back... where is barry??? ^^
4 - description of whatever skill or disability there is, right where you have to choose.
CON/BUG:
1 - attachment system isn't fully ready yet. On a Magpul PDR i was able to mount an ISM-V-IR, while a laser sight was still attached. further are some old combos with the toolbox no longer available...
2 - i'm not going to judge the new aiming system, it may be a better concept than the old one, but things i could headshot easily before are much harder to hit in the torso right now. i've got psycho snipers for gods sake, and for them it's a real challenge to hit something 40-50 tiles away with a M40...
3 - bobby ray's assortment is a little weird... many handtohand weapons, knives, wirecutters,... are missing for some reason. item.xml says that they should be available...
4 - cover system... dunno if you fiddled with it, but in many cases it shows me opponent soldiers behind a tree or something in full view with a high cth (i edited xml to show real cth) and i only hit cover....
5 - mercenary view (the one you activate with "end")... hit "end" once, activate. hit it again, enemy view. again, all off... LEAVE IT LIKE THAT... new solution is unaccaptable. and it shows more green than there actually is (see CON 4)...
6 - auto choose between goggles and sunglasses worked fine. what's the new thing? where am i supposed to put my gas mask?
that's all i can think of right now... but until full release i'm switching back to .3358
[Updated on: Thu, 19 May 2011 11:19] by Moderator Report message to a moderator
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Corporal
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Re: Next 1.13 Release: Spring 2011[message #280154]
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Thu, 19 May 2011 11:17
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JMich |
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Messages:546
Registered:January 2011 Location: Greece |
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4057 is not the latest version, latest is 4418 (or so).
Pro 3) click on page 1/2, and it will go to page 2/2, where the rest of the mercs should be, including Barry
Con 1) Was fixed in later version, a problem with incompatibleattachments.xml
Con 2) Was fixed in later version, along with a lot more on NCTH
Con 3) Was fixed in later version, many items where defined as OAS only in items.xml. Search for 1 and delete this line
Con 4) If using NCTH, what did you edit to show "real cth"?
Con 5) I think the press end to show merc view was like this from quite back, not sure when it changed though.
Con 6) Shift-N switches all mercs to goggles/sunglasses, depending on time (or is it light? not sure). You have a second head slot for either headset or gasmask. Unsure what you mean.
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First Sergeant
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