Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Urban Chaos-1.13 v3.7x ADCAP
Re: Urban Chaos-1.13 v3.70 ADCAP[message #310188] Sat, 15 September 2012 20:34 Go to previous messageGo to next message
ElWrobel is currently offline ElWrobel

 
Messages:41
Registered:December 2011
Found the culprit,it was caused by editing Glock 18 to fire full auto,instead of burst. Dunno why,dunno how,but that's certainly it.

Edit: Matter of fact,editing anything in the XML editor causes this

[Updated on: Sat, 15 September 2012 21:05] by Moderator

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Corporal
Re: Urban Chaos-1.13 v3.70 ADCAP[message #310190] Sat, 15 September 2012 21:24 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
This means you are using incompatible xml editor. These are the risks of using unstable release.

P.S: Hello and welcome to the Pit Smile

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First Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #310191] Sat, 15 September 2012 21:26 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Sounds like either the xml editor is outdated or wil should place an options.ini with the increased item sizes in whichever Data-*** folder holds the XMLs.

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #310194] Sat, 15 September 2012 21:43 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I'm using one of the JMich's later XML Editor's (see page 3 of this thread) to produce the mod. The size definitions (240 sizes) are in the INI found in Data-UC113.

Now that said, the ADCAP series of mods is being released as a test for future capabilities (v4.xx which I am on track to starting work on by October). Why are you mucking about with the XML's while they are still a work in progress? (The Glock 18 has a 3 round burst only, if you are wanting a "Ghetto" Full Auto Glock 17, there is now room for that item in v4.xx. I have also been bugging coders for an auto fire granting attachment for some years now.)

[Updated on: Sat, 15 September 2012 21:44] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #310195] Sat, 15 September 2012 21:51 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
What's ghetto about a fully automatic Glock 18? I don't know where you take the burst from though.
You sure you aren't confusing this with the Beretta 93R?

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #310197] Sat, 15 September 2012 22:12 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The "Ghetto" Full Auto Glock 17 is a after/black market modification of a Glock 17 into something that is full auto (only). An example of one use for an auto fire granting attachment (though now that I have about 100 new weapon item slots in my item index scheme this attachment feature is looking less and less worthwhile - I can just use mergers to accomplish this).

EDIT: actually, I'm not sure if the 18 is 3round or full auto any more, I'm seeing conflicting info, often in the same article. No time for further research right now. Please present your cases for full auto and/or 3 round burst below for review in a day or two.

[Updated on: Sat, 15 September 2012 22:16] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #310198] Sat, 15 September 2012 22:49 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:438
Registered:April 2010
Location: Russia,Sevastopol

I want to add additional bug:The LBe gear like ALICE Backpack and FIeld pack,Soviet era Lifchik didnot repair by player mercs.0_0.Plus Gas mask,sun glases, NVG, extended ears.

[Updated on: Sat, 15 September 2012 22:55] by Moderator

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #310200] Sat, 15 September 2012 22:50 Go to previous messageGo to next message
Lepidosteus is currently offline Lepidosteus

 
Messages:95
Registered:November 2007
Location: Land of Buns.
Glock 18s are fully automatic, but a few sources (guns.ru, for one) errorously states that it's a 3-round burster.

Here's everyone's favorite russian firing one:
http://www.youtube.com/watch?v=YWsQeA4j9QM

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Corporal 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #310205] Sun, 16 September 2012 02:11 Go to previous messageGo to next message
ElWrobel is currently offline ElWrobel

 
Messages:41
Registered:December 2011
Well,watch any video on youtube on glock 18 and you'll see it's full auto. Besides there's nothing "Ghetto" about a glock,a Tec-9 or a converted Mac 11,that's more like it : D

P.S. Thanks for the welcoming Gambigobilla Very Happy

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Corporal
Re: Urban Chaos-1.13 v3.70 ADCAP[message #310214] Sun, 16 September 2012 10:19 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Right, the next version (end of this week) will have the burst replaced by full auto (select fire). Anyone wanting a full auto only Glock 17 sold by Frank (both stock Alrulco Frank, and Danubia Frank)?

After this weekend's release, which will introduce values for the Dirt System, there will be one more ADCAP release before I start work on v4.xx. The final release will be bug fixes and finish the migration of graphics. Introduction of the clothes system will depend on whether or not .exe's supporting today's latest feature are save game breaking.


Parkan
I want to add additional bug:The LBe gear like ALICE Backpack and FIeld pack,Soviet era Lifchik didnot repair by player mercs.0_0.Plus Gas mask,sun glases, NVG, extended ears.


Just to confirm, Perko in Galileo is able to repair these items right? It sounds like you have run into the max repair limit feature of the Advance Repair system. Except, there shouldn't be any values set in the last release (I only started filling them for guns a few days ago).

Advance Repair is turn on by default right now, I wonder if turning it off will allow mercs to repair stuff to 100% in your game. Look for ADVANCED_REPAIR = TRUE in Data-UC1.13\Ja2_Options.INI

Otherwise, I will have to look into some means of re-enabling the two unused repair Merchant behaviours:
- I have been considering turning Smitty back into a repair man based on his speech
- There is a computer store in Drake that could be staffed by Fredo (or whatever his name was)

[Updated on: Sun, 16 September 2012 10:22] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #310216] Sun, 16 September 2012 11:43 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Quote:
There is a computer store in Drake that could be staffed by Fredo (or whatever his name was)


Yeah , think it was Frodo , or Bilbo , something like that , didn't he have hairy feet .... Very Happy

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #310218] Sun, 16 September 2012 12:18 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:438
Registered:April 2010
Location: Russia,Sevastopol

wil473


Advance Repair is turn on by default right now, I wonder if turning it off will allow mercs to repair stuff to 100% in your game. Look for ADVANCED_REPAIR = TRUE in Data-UC1.13\Ja2_Options.INI



Thank you Wil.You Were right it was that option was turned on and this option prevented to repair mercs stuff to 100%.

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #310225] Sun, 16 September 2012 17:17 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
@wil: The clothes stuff is fully savegame compatible. Also, if the advanced repair system is off, anything can be repaired back to 100% (provided it can be repaired in the first place).

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #310227] Sun, 16 September 2012 18:30 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Flugente
@wil: The clothes stuff is fully savegame compatible. Also, if the advanced repair system is off, anything can be repaired back to 100% (provided it can be repaired in the first place).


Right, looks like Betty will have more stuff to sell. We really need more merchant XML/behaviours (or the ability for one NPC to share one set of merchant XML/behaviour).

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #310271] Mon, 17 September 2012 16:54 Go to previous messageGo to next message
jEbUs is currently offline jEbUs

 
Messages:36
Registered:November 2003
Location: Brugge, Belgium
I was wondering: is there a way to make enemies/militia have acces to all the possible guns again?

I mean, I know UC had mostly Eastern European/Russian weapons, and that you tried to keep it that way to keep the flavour, but the probem I'm running to with that is that this makes the difficulty in the later stages of the game decrease drastically. I mean, I'm running around with Barret sniper rifles and 6.8 SPC weapons while the enemies and militia are hamstrung into VSS Vychlop and Ash 12.7 as their best possible loadout.

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #310274] Mon, 17 September 2012 17:15 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
You could edit enemygunchoices.XML accordingly.
Or make the western guns and stuff unavailable to player to balance it.
(Or do not use the western guns but just the things enemy has access to as well; would not need any editing at all ... Wink )

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Sergeant Major
Re: Urban Chaos-1.13 v3.70 ADCAP[message #310321] Tue, 18 September 2012 13:42 Go to previous messageGo to next message
jEbUs is currently offline jEbUs

 
Messages:36
Registered:November 2003
Location: Brugge, Belgium
Meh, I'd rather make the enemies stronger than to impose house rules upon myself.
I mean, a big part of why everyone plays JA2 is the variety of toys, right?

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #310459] Thu, 20 September 2012 21:14 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
jEbUs
I was wondering: is there a way to make enemies/militia have acces to all the possible guns again?


I'm not going to do this to Urban Chaos, and to be honest, I have really no interest in doing this with Alrulco Folding Stock either (though people kept asking for it). In the last AFS I kept running into the 50 item limit per level in EnemyGunChoices, so the "all guns" enemy load runs into balance and technical challenges:

1) 11 Levels x 50 items = 550 items, but there are more than 550 guns
2) there is not an even distribution of 50 guns across each coolness level, well not yet anyways, though do you really want weapons to be assigned a coolness level based on whether there is room under the 50 item limit in the EnemyGunChoices XML?


That said, I have adjusted the EnemyGunChoices a little, moved the two 7.62x51mm Zastava's, AN-94 and some of the rarer Eastern European guns to level 10.

Some of this lack of late-game item selection will be relieved by the introduction of AK-12's. As there is now room, I may add the new CZ-805 BREN in a semi-fictional 6.8SPC chambering (fictional in that there is talk about it, but no evidence of real hardware found in my 2 minutes of web research).

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #310474] Fri, 21 September 2012 11:08 Go to previous messageGo to next message
jEbUs is currently offline jEbUs

 
Messages:36
Registered:November 2003
Location: Brugge, Belgium
wil473
jEbUs
I was wondering: is there a way to make enemies/militia have acces to all the possible guns again?


I'm not going to do this to Urban Chaos, and to be honest, I have really no interest in doing this with Alrulco Folding Stock either (though people kept asking for it). In the last AFS I kept running into the 50 item limit per level in EnemyGunChoices, so the "all guns" enemy load runs into balance and technical challenges:

1) 11 Levels x 50 items = 550 items, but there are more than 550 guns
2) there is not an even distribution of 50 guns across each coolness level, well not yet anyways, though do you really want weapons to be assigned a coolness level based on whether there is room under the 50 item limit in the EnemyGunChoices XML?


That said, I have adjusted the EnemyGunChoices a little, moved the two 7.62x51mm Zastava's, AN-94 and some of the rarer Eastern European guns to level 10.

Some of this lack of late-game item selection will be relieved by the introduction of AK-12's. As there is now room, I may add the new CZ-805 BREN in a semi-fictional 6.8SPC chambering (fictional in that there is talk about it, but no evidence of real hardware found in my 2 minutes of web research).


Thanks for the reply. I had no idea of those technical limitation on enemy gun choices - IMHO, it seems like a pretty overly complicated system.

I'm not familiar with the guns you mentioned, but I'm glad they'll give the late-game enemies a boost. I kinda feel like I'm cheating, currently, running around with SCAR-H's and G15's.

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #310498] Sat, 22 September 2012 07:50 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Urban Chaos-1.13 v3.75 (Full) 20120921 "ADCAP Mod 5"

Available from:
MediaFire

System Requirements:
1) SVN JA2 v1.13, via DepressiveBrot's Instructions (thank you)

2) JA2_5579.exe (some components and features have also been tested with JA2_5540.exe and save games from v3.74).

[Updated on: Sat, 22 September 2012 20:07] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #310506] Sat, 22 September 2012 12:42 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:323
Registered:March 2004
I'm doing something wrong and I can not start a new UC ( CTD, Fatal Error ). Pleeeeease SCI Urban Chaos-1.13 v3.75 (Full) 20120921 "ADCAP Mod 5"
Smile

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #310509] Sat, 22 September 2012 13:30 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
I'm sure Will appreciates your difficulty getting this to work , but , if you follow the instructions CAREFULLY , it all works . Also , if it were so easy to make an SCI , it would've been done already !

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #310520] Sat, 22 September 2012 20:15 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
SCI's are beyond my skill/interest set. Additionally, there is a reason I am keeping v3.7x out of the mainstream UC-1.13 releases. Think about the "ADvance CAPabilities" moniker...

Updated the release post, just so that everyone is clear on this, Flugente did mention that save games between that of the Covert Ops trait, and the Clothing feature are compatible. I did successfully convert save games from Urban Chaos-1.13 v3.74/JA2_5540.exe to v3.75/JA2_5579.exe (remember that to run 5579 you also must have the latest and greatest from the SVN before applying 5579).

Originally I just wanted to get all the migrated graphics and the Dirt System values tested (could have done this without a new .exe), but then Flugente struck from the blue with a new feature...

EDIT: one more thing, since I got ahead of schedule with the graphics migration (I was expecting one more release needed to finish the job), I have flushed all mod specific graphics out of P1-P3. In future, I may remove these graphics from the release as the player should have Guns & P1-3 libraries from their base v1.13 install.

EDIT2: found that I cannot remove the Guns & P1-3 libraries, causing weird stuff to happen.

Unless there are any major issues found, I will be starting work on v4.xx with AFS expected by end of October.

[Updated on: Sat, 29 September 2012 16:02] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #312020] Tue, 13 November 2012 10:44 Go to previous messageGo to next message
knightofni is currently offline knightofni

 
Messages:96
Registered:August 2011
Hi Will,

Currently playing the latest ADCAP with SVN 5676 (Depressive Bot sci)

1. I've noticed something a bit weird with the AK-22 (that .22 LR AK). It has +48% of aiming cap modifier, so it's able to headshot very reliably (without any attachment). Isn't it a bit too much ?

2. There's those 'Utility Case' in the first subway. Any way to use them ?

Except that, everything plays pretty nicely. Pretty difficult in Expert (liking it).

Well, the dirt system doesn't appear to be working (can't clean by fully repairing the weapons), but i guess this is a problem from Flugente's code, i'll go post there.

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Corporal 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #312031] Tue, 13 November 2012 22:03 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
@knightofni: Weapons are were cleaned by repairing only if you repaired at least 5%, due to an oversight. Will be corrected soon Smile It is corrected in r5686.

The standard way of cleaning is to use a cleaning kit (item 1576 in the trunk).

[Updated on: Wed, 14 November 2012 02:21] by Moderator

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #312037] Wed, 14 November 2012 04:17 Go to previous messageGo to next message
knightofni is currently offline knightofni

 
Messages:96
Registered:August 2011
@Flugente : Thanks. I've noticed another small issue, mercs claim that repairing is over when there's actually still many items to repair. If i leave them the toolkit and the order of repairing, they'll actually repair though. Happened twice in 2 repairing rounds.


@Wil :
1. The exact weapon is AKT-22. Apparently this is by design, as the bonus comes from the stock, and there is a pretty hefty penalty to snapshot, but i'd argue that the bonus is maybe a bit too strong. I can headshot quite easily at 15 tiles (around 50% chance) with an average merc, and torso shots are almost guaranteed. Furthermore, with the tiny recoil of the weapon, auto mode is quite deadly.

2. The Ots-23 Drotik is a bit disappointing. It's supposed to be a good weapon against armor, but its ammo only has 1.3 vs armor, which is just the standard.

3. I just got Tex in Callisto (is that a new event ?). He has a special Longcoat with 2 slots for handguns, but he can't store his own handguns there. So, it's not terribly necessary (as he does have 2 holsters), but wouldnt it be cool if he could keep his guns in his coat ?

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Corporal 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #312043] Wed, 14 November 2012 17:54 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
AKT-22 - I'll need to check, but I'm thinking the Modular Stock penalties (on the gun itself) are missing. Madd Mugsy did suggest getting rid of those penalties and simplifying the system now that stocks make use of the "replaceable attachment" feature. EDIT: by the way, which stock do you have attached?

Utility Case - this item is a New Inventory System (NIV) backpack with huge pockets. It is too heavy to wear, but it is meant for organizational and storage purposes - see also the labels which change the Utility Case's colour.

Cleaning Kit - the UC-1.13 v3.75 cleaning kit should work just like the Flugente's cleaning kit as well as being an item that refills status (old behaviour). See: New feature: advanced repair/dirt system

5.45

[Updated on: Wed, 14 November 2012 19:04] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #312076] Thu, 15 November 2012 05:59 Go to previous messageGo to next message
knightofni is currently offline knightofni

 
Messages:96
Registered:August 2011
AKT-22 : The stock is an AR-15 Telescopic stock. Final weapon +/- : -25% snapshot, +48% aim cap, -35% handling.

Utility Case, Cleaning kit, Tex : thanks for answering

5.45x18mm : Well, the in-game information suggests that this round is quite good at armor piercing. So i expected it to be better that standard AP ammo.
Furthermore, considering that standard handgun AP ammo is pretty easy to find, and that the other characteristic of the OTS-23 are pretty bad (handling, Ap to ready, AP to shoot), it seems to me that the OTS-23 is worse on every point that most commonly available handguns at the beginning of the game.
So i thought, how about giving it a better AP ammo, so that at least it has a role to fulfill ?

New feedback

1. .22LR in general : The very low recoil make the full auto capable .22 LR very powerful weapons. With the better control of full auto introduced by HAM 5, when you send a 10 bullets burst, you're pretty much certain that 3 or 4 will find their target. Currently i find them much more effective that supposedly better weapons (say AR-15, MP5, etc..). The SMG version with its 150 rounds capacity is especially deadly / scary (depending which side is holding it). Maybe increase a little bit the recoil (from 2 to 3 for a start ?), and reduce a bit the accuracy and the range (from 20 to 15) ?

2. MERCS : I was able to hire Ayana (a top MERC) for only 500 bucks a day. I remember there was some discussion on updating MERC's stats & prices some months ago ( Link ). Do you plan to include it UC ? I'm playing the "New maps" version.

3. Box Cutter - best combat knife - : You can attack for only 1AP... The damage is listed as negative, but it actually does some damage (in the 5-8 in my trials). So if you get in melee range, you can be almost certain to kill your opponent. Maybe up the AP to 15 ?



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Corporal 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #312133] Fri, 16 November 2012 03:05 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Clarification/Correction on 5.45

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #312137] Fri, 16 November 2012 05:28 Go to previous messageGo to next message
knightofni is currently offline knightofni

 
Messages:96
Registered:August 2011
So i've looked at the files regarding the 5.45x18mm (PSM & OTs-23), and of course, you're right, they use different type of AP rounds than the "normal pistol AP".

However, i do remember that both of them show 1.3 as penetration in the in-game description box. It seems to be a rounding issue.

AP Pistol (9)
4
5
AP Pistol ==> 5/4 ==> 1.25 ==> rounded to 1.3

AP/FMJ(2), as used for 5.45x18mm
3
4
AP/FMJ ==> 4/3 ==> 1.33 ==> rounded to 1.3

So for those who don't have meta-knowledge of the mod, it is a bit confusing...

How about slightly changing one of them, so that they show up differently ? Example for AP Pistol

13
16
13/16 ==> 1.23, shows up as 1.2 in game

Impact on gameplay would be almost none, but it would help player information.

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Corporal 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #312143] Fri, 16 November 2012 14:02 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
knightofni
So i've looked at the files regarding the 5.45x18mm (PSM & OTs-23), and of course, you're right, they use different type of AP rounds than the "normal pistol AP".

However, i do remember that both of them show 1.3 as penetration in the in-game description box. It seems to be a rounding issue.

AP Pistol (9)
4
5
AP Pistol ==> 5/4 ==> 1.25 ==> rounded to 1.3

AP/FMJ(2), as used for 5.45x18mm
3
4
AP/FMJ ==> 4/3 ==> 1.33 ==> rounded to 1.3

So for those who don't have meta-knowledge of the mod, it is a bit confusing...

How about slightly changing one of them, so that they show up differently ? Example for AP Pistol

13
16
13/16 ==> 1.23, shows up as 1.2 in game

Impact on gameplay would be almost none, but it would help player information.


Wow. Thanks to your explanation I finally managed to understand XML ammo stuff. Two interwebs for you, sir.

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First Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #313022] Fri, 14 December 2012 04:15 Go to previous messageGo to next message
Crulod is currently offline Crulod
Messages:4
Registered:December 2012
Hello, guys

I need a little help.

I install English version JA2 gold
Then install 1.13 mod
all work correct
then I put Data-UC folder in JA2 folder
then install UC 1.13 from here

and what I seen? I seen corrupt russian dialogs & crush game when I open IMP site

Thats not right. Why that program try to be localized? I not ask for that and dont like localizations. I want listen and read original funny dialogs. I dont like localization. And I dont have any file or description in that folder about russian version. So my Win 7 is russian. Is it source for program knowledge about my native lang? Thats mistake. Bug.
Please help me! I cant understand what this lubber Rosebud say me (becourse localization done with codepage error or some like that). But I must to know!
Help me to restore English dialog.

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Civilian
Re: Urban Chaos-1.13 v3.70 ADCAP[message #313037] Fri, 14 December 2012 12:54 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Hello Ben Zetash, Welcome to the Pit :wave:
Localizations are done at compiletime, they don't change based on OS language.
Also, please include sources and versions for all your used packages, "1.13 mod" is way too vague.

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #313059] Fri, 14 December 2012 18:43 Go to previous messageGo to next message
Crulod is currently offline Crulod
Messages:4
Registered:December 2012
1.13 core is last updated from SVN here https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir. EXE-file is 5721
Data-UC is very old from not 1.13 version
and UC-113 is "Urban Chaos-1.13 v3.75 20120921 Full"

I install last versions from this site. Previous installation i make one and half year before and all texts was English. Now I cant find why they try to be Russian. I think its enough to delete Russian files but cant find where they are. And not find any lang settings. All other mods work good, but UC crash because "fonts" from Data-UC is wrong. I try remove this folder, and all work normal except dialogs. All looks like Chinese. I found "fonts" from Russian JA2 Gold, but its don't work too. Very strange situation when you consider that the vanilla version JA2 Gold is English distributive

[Updated on: Fri, 14 December 2012 18:45] by Moderator

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Civilian
Re: Urban Chaos-1.13 v3.70 ADCAP[message #313061] Fri, 14 December 2012 19:46 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
have you tried getting old UC from a different source and reinstall following the instructions in the opening post to the letter?

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Sergeant Major
Re: Urban Chaos-1.13 v3.70 ADCAP[message #313099] Sat, 15 December 2012 15:32 Go to previous messageGo to next message
Crulod is currently offline Crulod
Messages:4
Registered:December 2012
Sam_Hotte
have you tried getting old UC from a different source and reinstall following the instructions in the opening post to the letter?


So... I try several source. All of them or has broken archive or some else damage.

I lost one week for try tuning this new version for work correctly. Unfortunately I remove previous installation before download this. there is a lot other bad behavors and bags in this new version. Not only "forcibly localization". We often say:

"лучшее враг хорошего"

my congratulation to developers. They try to make better and kill the best game. Only on my comp, I hope. Sad

heh. did you see?

its look like dialogs in my UC113:


"лучшее враг хорошего"

I wrote " The Better is enemy for Goodness" .. so something like that, but in Russian.


I advise remove old folder "Data-UC" from project. there is other annoying things with it. For example why you now again read rpc data from it? I try adjust Rosebud, but it has no effect, but lot data from AIM merks XML is lost.

[Updated on: Sat, 15 December 2012 15:47] by Moderator

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Civilian
Re: Urban Chaos-1.13 v3.70 ADCAP[message #313102] Sat, 15 December 2012 15:44 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Ben Zetash
my congratulation to developers. They try to make better and kill the best game. Only on my comp, I hope. Sad

You are aware that this is done mainly by one single modder, doing this in his spare time, non-profit; that is clearly Work in Progress and so on ...?

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Sergeant Major
Re: Urban Chaos-1.13 v3.70 ADCAP[message #313119] Sat, 15 December 2012 22:50 Go to previous messageGo to next message
Crulod is currently offline Crulod
Messages:4
Registered:December 2012
So Im really stupid. I found another Data-UC in town LAN file server. Now Its work. I lost a lot time to try discript and fond absent english text. lol. sorry for disturbance.

Now I have my best game again.

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Civilian
Re: Urban Chaos-1.13 v3.7x ADCAP[message #313776] Wed, 02 January 2013 02:39 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
Hello back after a long time.

Using the latest release and the 5749 .exe generally enjoying the changes so far.

The belt feed system is just plain deadly. Like how you have implemented the weapons heating as well.

Couple of issues which could just be me being stupid:

1) Regen boosters don't seem to do anything at the moment. Should it have a 3 tag in the items.xml?

2) The Modular LBE Commando vest won't accept and M-LBE pouches, it shows up as having the 0/12 capacity like the M-LBE vest but pouches themselves can't be attached.

3) I'm getting a consistent CTD when visiting Tony and attempting to Buy/Sell:

http://thumbnails105.imagebam.com/22975/b3f959229743613.jpg

Save game here:
https://www.dropbox.com/s/9up4tzpjg8an9io/SaveGame08.sav

Once again great work Wil.

Hope work on 4.xx is going okay.

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Sergeant
Re: Urban Chaos-1.13 v3.7x ADCAP[message #313786] Wed, 02 January 2013 16:23 Go to previous messageGo to previous message
Caygull is currently offline Caygull

 
Messages:5
Registered:September 2008
Tango

2) The Modular LBE Commando vest won't accept and M-LBE pouches, it shows up as having the 0/12 capacity like the M-LBE vest but pouches themselves can't be attached.


Try to add the lines :
8388608
144115188075855872

in item 764 of Items.xml

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