Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2013/03/07)
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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #294450]
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Sun, 04 December 2011 17:04 
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@WW
Is there a specific reason why your modification does not include the camo faces?
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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #294453]
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Sun, 04 December 2011 18:19 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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AndrisI use "Alt" often to check if enemies have any gear on them like: Armour,helmet,face items
Problem is, Alt is just the tip of the iceberg. I cannot finish a 15 enemy battle in a single play because it slows down, then CTD. The slowdown makes all the sound stutter, repeat, basically a complete mess that is so annoying that I have to turn of the volume, which sucks because I love JA2 sounds/music
Will test on another PC with the same specs but a fresh Windows XP install. Hope its just a need to reinstall windows on my primary PC.
Oh, right, Alt to check enemy gear, completely slipped my mind, sorry.
Up until the recovery software (incorrectly) decided the original HDD was bad, I did all my pre-release testing on a little ASUS EEE Box202 (1st gen) running XP. While there did seem to be a bit of mouse lag, and overall slowness, it wasn't unplayable. The upgraded HDD died after three years of hard use, so I reinstalled the original tiny 40GB HDD, but for some reason the recovery software thinks the drive is broken. Ubuntu and XMBC work just fine off it though. I've been meaning to replace the HDD for a while now, though by the time I could justify the $60, 2.5" format HDD's had doubled in price, they were selling 320GB drives only four months ago for $50.00, 7200RPM ones at that.
taoIs there a specific reason why your modification does not include the camo faces?
I can't be bothered to produce graphics for Rosebud, Jubilee, Rude Dog, and Ehili. If someone wants to do the work, sure I'll throw them in a future release. Otherwise, I've historically not had fixing up graphics as a high priority for the projects. Look how long it took me to upgrade the K11's graphics.
ParkanHello wil473.I little question.When i use merc profile editor(i wanted to change few traits of Aim guys),there is no changes at all when i save my changes.If i edit the original 1.13 campaigh the changes i see changes in game.What i am do wrong?In merc profile editor i always change directory from Data-1.13 to Data-Uc113 folder to edit mercs.If i edit Data-1.13 folder-my changes work,if data-uc113 folder-changes not work.
Due to the UC-1.13 being divided into Old and New map campaigns, you have to edit the MercProfiles.XML in the correct (sub) Data folder:
Data-UC113\Data-UC113NewMaps
Data-UC113\Data-UC113OldMaps
EDIT: actually, you have to copy MercProfiles.XML from the subfolder's TableData folder into the main Data-UC113\TableData, edit, then copy it back to the subfolder. One thing I found odd in your post there Parkan, editing Data-1.13's MercProfiles shouldn't have any effect as it is the near the bottom of the VFS ordering. Are you just stating that editing works on plain v1.13?
I'd better put a note in the FAQ thread.
[Updated on: Sun, 04 December 2011 18:25] by Moderator Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #294456]
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Sun, 04 December 2011 18:53 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Ok, it is basically the same problem as the hunt for the "live" Ja2_Options.INI, just more complicated.
1) copy MercProfiles.XML from Data-UC113\Data-UC113NewMaps\TableData *** to Data-UC113\TableData
2) edit MercProfiles.XML using the Merc Profile Editor
3) copy MercProfiles.XML back to Data-UC113\Data-UC113NewMaps\TableData
***(or from Data-UC113\Data-UC113OldMaps\TableData)
EDIT:
SlaxSounds like a pro job from what I've heard so far. Kind of like Ivan's voice.
I thought they were imported from JA1.
Oh, and I forgot about them, Face Item graphics would have to be done for those two, Postie, as well as Kelly, Spike and Snake. Yeah, a lot of work that I really have no interest in doing myself for a feature I don't even find that useful. Basically an all or nothing problem, before SHOW_CAMOUFLAGE_FACES will be supported by this mod, someone will have to produce graphics for all UC specific RPC's.
[Updated on: Sun, 04 December 2011 18:59] by Moderator Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #294633]
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Thu, 08 December 2011 01:52 
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Snoopy666 |
Messages:1
Registered:April 2010 Location: Germany , Hamburg |
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Hi guys ,
changing the capacity of the 7.62x51 drum adapter from 30 to 40 , so its 50 together with the 10 of my Vepr-308 , prevents my game from crashing when i tried unloading the weapon.
Don't know what happen to other weapons with more than 10 bullets in their standard magazine.
Or is it unique to the Vepr-308 ?
Maybe u can look into this.
File ID is 627
SCI_AIMNASv20_r4561
SCI_UC113v3.53_r4553
patch UC-1.13 v3.59
Greetings from Germany
Snoopy
[Updated on: Thu, 08 December 2011 02:01] by Moderator Report message to a moderator
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #294944]
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Mon, 12 December 2011 08:43 
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knightofni |
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Messages:96
Registered:August 2011 |
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Wil, i've been playing a bit with UC 1.13 RC5 (the HAM 5 version).
I've noticed a couple of bugs regarding the Jeep.
1. Double Jeep
After noticing the Jeep, i left the area without driving it. Came back later to fight some red shirts. There was now 2 Jeeps in the parking...
2. Runtime error when trying to get Rude Dog out of the Jeep. Same crash whether i do it from Strategic map or Tactical.
Note that before this happenned, i've already used the jeep to move my team (once) from atremo airport to the power plant. No idea why this happens now

Also note the 2 Jeeps
3. Not exactly a bug, but related to Jeep : The Jeep is considered as ennemy by the opponent, so they try to shoot it. When i fought red shirts in the Jeep starting sector (with the Jeep at its original place), they attacked it. They failed to destroy it, but managed to kill 2 of their own with friendly fire. Plus even when i started shooting at them, most of them ignored my Mercs, and continued to attack the Jeep (on of them with is bare fists, he was out of ammo i guess). So maybe there's a way to remove the "ennemy" flag for the jeep to avoid this - sad situation -
PS : The encyclopedia you mentionned above will be very useful. I had much trouble finding the first medkit seller...
EDIT :
Another simple bug : The sound file of Ehli when she falls down is uncorrect. It's a male voice, a bit disturbing.
[Updated on: Mon, 12 December 2011 12:57] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #295128]
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Wed, 14 December 2011 10:06 
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knightofni |
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Messages:96
Registered:August 2011 |
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UC1.13 RC5, Ham5
Very, very enjoyable game.
Regarding the Jeep issue : is my game screwed, or will a new version solve the problem for my current game ?
Map issues
x Port Kip UBT (arriving from atremo) : Gansgters drop Agram 2000 without the integral grip, at least one was loaded with 5.45x39mm AP.
x On the strategic map, Calisto airport is called "Drassen airport". Is that hard coded ?
x Atremo UBT : After punching Shark 'til he was "Dying", he was still standing up !! Death corrected this behaviour.
x On Troy [I13], 2 police guys i killed dropped their whole equipment (Spectra armor, striker pants, 2 x MP7... my progress is only 19).
x [Minor] On atremo airport, the militia seems unable to get out of the walled area (on north, in the south they do ok). Is there some kind of missing waypoints ?
Weapons
x PP-91 Kedr, CZ-75 auto : Graphically, there appears to be a integral grip, not in-game.
x Agram 2000 : Gets 10% aiming cap bonus as if it was long arm (doesn't look like)
x Unable to attach the GP-30 to the Groza Ots (7.62 version). Couldn't change the GP-30 to grip as it used to be possible. The weapon was a drop from a blackshirt in Troy [I13]
x Steyr Scout : Should have an integral bipod link
x Ots-02 Kiparis : Too big, can't fit in mid-size pockets where i can place skorpions or PM-63, which are about the same size.
Other
x Reloading shotguns is longer than expected. Ex : Reloading the Rys-u takes 49 APs according to UDB, 97 in reality.
x Why is suppression only 50 ? Default value is 75. Tried 100, following Headrock suggestion to bump up the suppression.
x "HAM style" folding stocks works well (just by clicking the weapon), but many weapon still have the folding stock attachement - which is not necessary anymore.
Gameplay
x Overall great, shorter distances means that the AI performs better.
x Only one issue : progress is totally disconnected with the equipment we have. Progress is only 19, while i have very good armor (min Dyneema / Spectra for everyone), and weaponry that is midgame (HK 416, Dragunov, MP7, M4A1, Groza Ots14). Essentially everything BR sells is totally outdated. Is that a gameplay decision (to force player to "live off the land" ?)
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Corporal 1st Class
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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #295132]
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Wed, 14 December 2011 12:46 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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knightofniRegarding the Jeep issue : is my game screwed, or will a new version solve the problem for my current game ?
Yes, once you get that second vehicle things start to snowball. As far a fix for it, the experimental Vehicle externalization in rev 4778 seems immune to the multiple vehicle bug, but HAM5 doesn't feature it. I don't think it is possible for HAM 5 to add/activate vehicle externalization without breaking its internal save game compatibility. That said, RoWa21 did ask me to pass on to Headrock that the vehicle externalization code and XML have been revised a few times since 4778.
knightofniMap issues
x Port Kip UBT (arriving from atremo) : Gansgters drop Agram 2000 without the integral grip, at least one was loaded with 5.45x39mm AP.
x On the strategic map, Calisto airport is called "Drassen airport". Is that hard coded ?
x Atremo UBT : After punching Shark 'til he was "Dying", he was still standing up !! Death corrected this behaviour.
x On Troy [I13], 2 police guys i killed dropped their whole equipment (Spectra armor, striker pants, 2 x MP7... my progress is only 19).
x [Minor] On atremo airport, the militia seems unable to get out of the walled area (on north, in the south they do ok). Is there some kind of missing waypoints ?
Port Kip Agram 2000 integral grip - Map Editor issue with that item, click a Tool Kit into one of its NAS slots. Same goes for any other missing defaults.
Port Kip Agram 2000 ammo - it will be fixed when I feel like flushing the maps again (tedious work involves, cycling the inventory of every enemy, militia, civ)
Drassen Airport - I'm going to have to check that, but the sector names were externalized a while ago. Can you provide a screen shot please?
Standing Dying - old v1.13 bug
Troy - that's part of your reward for storming the Crepaton training facility.
Atremo - four militia (two for each exit) are boxed in by furniture to ensure that there is always coverage for the doors. Everyone else should be able to roam freely.
knightofniWeapons
x PP-91 Kedr, CZ-75 auto : Graphically, there appears to be a integral grip, not in-game.
x Agram 2000 : Gets 10% aiming cap bonus as if it was long arm (doesn't look like)
x Unable to attach the GP-30 to the Groza Ots (7.62 version). Couldn't change the GP-30 to grip as it used to be possible. The weapon was a drop from a blackshirt in Troy [I13]
x Steyr Scout : Should have an integral bipod link
x Ots-02 Kiparis : Too big, can't fit in mid-size pockets where i can place skorpions or PM-63, which are about the same size.
Integral grips - sure, some of the other guns that look like the magazine is forward enough to use as a grip have one. The CZ-75 Auto however opens a can of worms, that's not a grip but a magazine storage position that allows it to act as a grip. We've got nothing in-game to portray this storage aspect (tried already when NAS was being developed, can't store ammo in NAS slots).
Agram 2000 10% ACB - probably a carry over from when I tried to relate its stats to the PM-12 it is based on. I was treating it as a short barrel and no-stock version of the PM-12. I'll clear the bonus for next version.
Groza - move the Groza default attachment to a slot it doesn't fit into (like the internal slot) to cycle it. The standard GP-30 doesn't fit. Otherwise I'll need to check this on the weekend (it worked when I wrote the documentation in the FAQ section a few months back).
Steyr Scout Bipod - sure
Ots-02 Kiparis - sure
knightofniOther
x Reloading shotguns is longer than expected. Ex : Reloading the Rys-u takes 49 APs according to UDB, 97 in reality.
x Why is suppression only 50 ? Default value is 75. Tried 100, following Headrock suggestion to bump up the suppression.
x "HAM style" folding stocks works well (just by clicking the weapon), but many weapon still have the folding stock attachement - which is not necessary anymore.
Shotgun reload - I'm guessing non-magazine fed (shell by shell) weapons are not being displayed correctly in UDB. Your actual results are closer to the intention (that's to fully load 7 shells right?)
Suppression 50 - an example of my tradition of being HAM lite, avoids some of the arguments about HAM features from those not used to it.
Folding Stock System v3/v4 - unlike AFS, UC-1.13 is dual compatible with the latest of Tais' "Unstable" SCI and HAM 5. I'm not even thinking about messing with coolness values here yet. AFS v3.60 HAM 5 Optimized is no-compromises HAM 5 (for testing ideas that may end up elsewhere).
knightofniGameplay
x Overall great, shorter distances means that the AI performs better.
x Only one issue : progress is totally disconnected with the equipment we have. Progress is only 19, while i have very good armor (min Dyneema / Spectra for everyone), and weaponry that is midgame (HK 416, Dragunov, MP7, M4A1, Groza Ots14). Essentially everything BR sells is totally outdated. Is that a gameplay decision (to force player to "live off the land" ?)
AI - great, now are Warmsteel's improvements working?
Weapon Drops - it is not specifically a "live off the land" encouragement. More a matter of me not getting the balance right - so much easier with 40 or so weapons. Also non-Danubian Army item placements (cops, gun runners, Crepaton staff) are being used to showcase the diversity of weapons in the mod. I tried to maintain balance in Calisto by limiting the Gun Runners to PDW. Overall Civ factions should not by default drop all their stuff. The other side of the balance question is the add-on mod that changes all Civ items to drop. Also due to ammunition requirements, a lot of the "special" stuff uses ammo that's not commonly available as after battle pick-up.
[Updated on: Wed, 14 December 2011 12:51] by Moderator Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #295194]
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Thu, 15 December 2011 04:55 
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knightofni |
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Messages:96
Registered:August 2011 |
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wil473
Drassen Airport - I'm going to have to check that, but the sector names were externalized a while ago. Can you provide a screen shot please?

wil473
Integral grips - sure, some of the other guns that look like the magazine is forward enough to use as a grip have one. The CZ-75 Auto however opens a can of worms, that's not a grip but a magazine storage position that allows it to act as a grip. We've got nothing in-game to portray this storage aspect (tried already when NAS was being developed, can't store ammo in NAS slots).
Well, better half a feature than no feature at all, right ? I'd be quite satisfied to get that grip on the CZ-75 even i can't have the mag.
wil473
Groza - move the Groza default attachment to a slot it doesn't fit into (like the internal slot) to cycle it. The standard GP-30 doesn't fit. Otherwise I'll need to check this on the weekend (it worked when I wrote the documentation in the FAQ section a few months back).
Yep, i remember it worked, but now it does'nt. I've clicked the GP-30 on each slot, on the weapon, to no avail. Also tried to click a tool kit to get the default attachement, failed too.
wil473
Steyr Scout Bipod - sure
Ots-02 Kiparis - sure
excellent
wil473
Suppression 50 - an example of my tradition of being HAM lite, avoids some of the arguments about HAM features from those not used to it.
Maybe i should have been more clear, but my point was that 1.13 & AFS use 75 for supression, so why use 50 in UC ? I noticed it in-game, because it was quite different from my normal AFS experience : i was shooting (and missing, but not by far) some redshirt dude, and he was just standing there, watching bullets fly... I thought suppression was disabled...
wil473
Folding Stock System v3/v4 - unlike AFS, UC-1.13 is dual compatible with the latest of Tais' "Unstable" SCI and HAM 5. I'm not even thinking about messing with coolness values here yet. AFS v3.60 HAM 5 Optimized is no-compromises HAM 5 (for testing ideas that may end up elsewhere).
Ok, good to know.
wil473
AI - great, now are Warmsteel's improvements working?
Well, i could feel Warmsteel's improvement more in AFS. It allowed ennemies to zero in on you much faster than before. Here it's simply harder because ennemies are always so close. On the other hand, some maps are so complicated that the AI has difficulty adapting. Troy I13 was a good example : i killed around 10 ennemies because of their stupidity, much more than usual. Actually that map is so difficult to read that i had to reload twice because of movement mistakes !
wil473
Weapon Drops - it is not specifically a "live off the land" encouragement. More a matter of me not getting the balance right - so much easier with 40 or so weapons. Also non-Danubian Army item placements (cops, gun runners, Crepaton staff) are being used to showcase the diversity of weapons in the mod. I tried to maintain balance in Calisto by limiting the Gun Runners to PDW. Overall Civ factions should not by default drop all their stuff. The other side of the balance question is the add-on mod that changes all Civ items to drop. Also due to ammunition requirements, a lot of the "special" stuff uses ammo that's not commonly available as after battle pick-up.
Well, about the ammo, clearly i'll have to be carefull about my MP7s...
Actually until now i like very much the balance in terms the weapons i encounter, as well as the fact that each faction has its own "weaponry style". It's simply the progress that is too slow. Considering the weaponry i have equiped (end game armor, mid game weapons), i should be between 40 and 60, not 19. I havent' ordered anything from BR yet (well, i don't have much money too !)
The only "WTF" moment was when i attacked B14 (second part of the airport) with those whiteshirt dudes armed with assault rifles, when i had a grand total of one AR for my team. They pinned me down so fast i couldnt retreat... Total loss of team and quick load... Still, makes for a challenging fight, so it's good.
New feedback point : giving some aiming penalties to gas mask is fine, but :
1) Isn't -30% aiming cap too much ? When i see the impact that a simple +10% has (ex : Agram vs Skorpion), i feel that it's a LOT.
2) I think this is penalizing the AI too much. AI elite troops all have Gas mask on by default, while i will only put it when i see elite troops AND they're getting close. So i guess than in the interest of game balance, it'd be good to minimize those penalties
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Corporal 1st Class
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Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #295226]
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Thu, 15 December 2011 19:02 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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No way to avoid a convoluted install for UC-1.13 v3.60 RC5...
Part 1: Get the Data-UC folder from somewhere... I'm not comfortable with the idea of repackaging the original Urban Chaos data, however others are not so... like Tais' now out of date SCI's. Just unpack the archive to a folder on your desktop, and remember that in there is a ready to go Data-UC folder.
Part 2: install HAM 5
Part 3: copy Data-UC into root JA2 directory (of where you installed HAM 5). You should now see the following Data folders in your root JA2 install:
Data
Data-1.13
Data-1.13-HAM
Data-UC
Part 4: Drop the contents of the Urban Chaos-1.13 Release Candidate 5-HAM5 20111203 into the root JA2 directory. This is a full release not a patch. You should now see the following Data folders in your root JA2 install:
Data
Data-1.13
Data-1.13-HAM
Data-Graphics
Data-UC
Data-UC113
Part 5:
launch via the INI Editor, make sure you select the HAM 5 exe, and the default UC-1.13 mod - the one with new subway maps. (While HAM 5 will allow for complete reversion to the original UC maps, I haven't actually done the work to allow this)
Remember to overwrite when asked to do so. RC5 is going to be the last one out for a few weeks now that I'm buried in work on the no-compromises AFS/HAM5 test mod.
EDIT: @knightofni - I haven't forgotten about your reply there, though I think I'm going to stop with the quoting. I may have been doing this for too long and become very jaded about my playstyle, but this is what I do to clean up the Calisto terminal:
Toggle SpoilerThree Bartenders in Calisto = three sources for Moltov Cocktails
(Four if you count E14.)
EDIT2: looked at the game under a recent non-HAM5 exe, both Calisto and Adrian airports are listed in the info screen under their stock names "Drassen Airport" and "Meduna Airport." The sector name is correct for UC, but I'm not sure if the airport names in the Map Info screens are linked to the various map and BR delivery externalizations. Perhaps its in the LUA scrips, but I haven't had time to look.
[Updated on: Thu, 15 December 2011 19:25] by Moderator Report message to a moderator
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Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #295247]
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Thu, 15 December 2011 22:50 
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Headrock |
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Messages:1762
Registered:March 2006 Location: Jerusalem |
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Quote:Yes, yes you are, sorry for doubting you.
Hahaha, no it's ok, I doubt me all the time. But since this is my system and is obviously not fully working, I do have to fix it.
Quote:By the way, RoWa21 wanted me to pass on that the vehicle externalization code has been updated these last few days. I know its not in HAM5, but is the inactive code?
I have no idea. But I guess if people are having problems, then the code is already in there and is messing things up. I might not be able to solve it for quite some time.
That is part of the gamble you took when you banked on the HAM 5 code, but I think you got a bargain out of it anyway. I will do my best to eventually get up to speed with 1.13 though. It's a question of time.
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