Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Urban Chaos-1.13 v3.7x ADCAP
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #310214]
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Sun, 16 September 2012 10:19
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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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.
ParkanI 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 Report message to a moderator
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #310459]
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Thu, 20 September 2012 21:14
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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jEbUsI 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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Re: Urban Chaos-1.13 v3.70 ADCAP[message #310474]
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Fri, 21 September 2012 11:08
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jEbUs |
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Messages:36
Registered:November 2003 Location: Brugge, Belgium |
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wil473jEbUsI 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
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #310520]
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Sat, 22 September 2012 20:15
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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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 Report message to a moderator
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #312037]
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Wed, 14 November 2012 04:17
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knightofni |
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Messages:96
Registered:August 2011 |
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@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
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #312076]
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Thu, 15 November 2012 05:59
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knightofni |
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Messages:96
Registered:August 2011 |
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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
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #312137]
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Fri, 16 November 2012 05:28
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knightofni |
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Messages:96
Registered:August 2011 |
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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
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #312143]
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Fri, 16 November 2012 14:02
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Gambigobilla |
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Messages:693
Registered:July 2008 |
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knightofniSo 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
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #313022]
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Fri, 14 December 2012 04:15
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Crulod |
Messages:4
Registered:December 2012 |
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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
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #313059]
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Fri, 14 December 2012 18:43
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Crulod |
Messages:4
Registered:December 2012 |
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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 Report message to a moderator
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Civilian
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #313099]
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Sat, 15 December 2012 15:32
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Crulod |
Messages:4
Registered:December 2012 |
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Sam_Hottehave 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 Report message to a moderator
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Civilian
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #313119]
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Sat, 15 December 2012 22:50
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Crulod |
Messages:4
Registered:December 2012 |
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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
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