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Re: Next 1.13 Release: Spring 2011[message #279076] Mon, 02 May 2011 06:15 Go to previous messageGo to next message
gigo
Messages:1
Registered:February 2006
Greetings, I also appreciate all the hard work on 1.13!

Not sure if the beta is closed for new fixes, but it would be great if the Character Attitude could be fixed for those of us that prefer the old skill traits.

I'm using build 4057, and if you choose old skill traits when starting a new game, then regardless of character attitude chosen (friendly, arrogant, etc), the character will always show up as neutral after IMP creation.

If you use the new skill traits it works fine.

Cheers, gigo
Re: Next 1.13 Release: Spring 2011[message #279108] Mon, 02 May 2011 15:58 Go to previous messageGo to next message
Jacques
Messages:2
Registered:April 2011
gigo
Not sure if the beta is closed for new fixes


I offered to test but I didn't get any response so don't get your hopes up
Re: Next 1.13 Release: Spring 2011[message #279109] Mon, 02 May 2011 16:03 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
how often has been written in this thread? volunteers are supossed to pm tais

all those who run the show here do it in there spare-time - this is not some bloody ea-beta
Re: Next 1.13 Release: Spring 2011[message #279110] Mon, 02 May 2011 16:17 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1974
Registered:October 2005
Location: Austria
gigo
Greetings, I also appreciate all the hard work on 1.13!

Not sure if the beta is closed for new fixes, but it would be great if the Character Attitude could be fixed for those of us that prefer the old skill traits.

I'm using build 4057, and if you choose old skill traits when starting a new game, then regardless of character attitude chosen (friendly, arrogant, etc), the character will always show up as neutral after IMP creation.

If you use the new skill traits it works fine.

Cheers, gigo


Thats already fixed.


Re: Next 1.13 Release: Spring 2011[message #279162] Mon, 02 May 2011 19:44 Go to previous messageGo to next message
ctiberious

 
Messages:605
Registered:March 2007
schlappe89
I can't hit with assault rifles. When I mount a scope the CTH is acceptable.
Pistols are the overall better weapons until you find a scope.

€dit: ... and shadow has now camouflage Very Happy
What revision are you using? And are you plying in NCTH or OCTH mode? We had a problem where the minimum range settings for scopes (OCTH-mode only) were screwy resulting in certain scopes being pretty useless. That was updated with a correction to the items.xml available on the dev branch. And there was another issue with NCTH and accuracy which was also corrected a number of revisions ago.

Re: Next 1.13 Release: Spring 2011[message #279226] Tue, 03 May 2011 17:56 Go to previous messageGo to next message
henniheine

 
Messages:13
Registered:May 2011
Hey guys,

i have two questions..

Will the new "1.13" release work with a german JA2 version ?

Is the installation gonna be difficult or something like a "one click installation" ?

I'm really looking forward to play the mod - again.

Greetings, :waving:

Re: Next 1.13 Release: Spring 2011[message #279281] Wed, 04 May 2011 19:19 Go to previous messageGo to next message
Off_Topic

 
Messages:1014
Registered:January 2009
Quick question, anyone else having trouble with Toolbox/Wire Cutters attachment?

In the inv screen they are highlighted as compatible, but when i go to "merge" them, the toolbox is greyed out.

It says default 1,2,3,4 in the NAS of the toolbox. (Same goes for Zylon armour/knife.)


Re: Next 1.13 Release: Spring 2011[message #279282] Wed, 04 May 2011 20:11 Go to previous messageGo to next message
Sincleanser

 
Messages:62
Registered:November 2009
Location: Houston

I did and made a thread on it; located here - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Main=18017&Number=275160#Post275160

Apparently, the NAS did not include any changes to things that were non-gun related [as far as I can tell]. So, your xylon pants [the whole point is more inventory with those; can't use them] and tool boxes [no more glue/wire cutters/ect] to carry your small shit. It DOES function if you use the OAS; but then... who would want to do that?
Re: Next 1.13 Release: Spring 2011[message #279289] Wed, 04 May 2011 21:38 Go to previous messageGo to next message
Off_Topic

 
Messages:1014
Registered:January 2009
Cool, i did what Will suggested in that thread and it fixed the problem. Just reset wirecutters to default class and it can be placed in toolbox, same for knife etc...

Thanks


Re: Next 1.13 Release: Spring 2011[message #279386] Fri, 06 May 2011 11:20 Go to previous messageGo to next message
Specter

 
Messages:22
Registered:March 2011
quick fix to clean up slots: theres a knife that can be used as a wirecutter (can't look up name right now)
there's also another one replacing the crowbar (rambo knife iirc)
Re: Next 1.13 Release: Spring 2011[message #279389] Fri, 06 May 2011 11:29 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
Rambo Knife -> crowbar
German KCB Knife -> wirecutters (in rl better for cutting down fences than a damn wirecutter - but not as good as a bolt cutter)
Swiss army/util knife -> locksmith kit
Re: Next 1.13 Release: Spring 2011[message #279503] Sun, 08 May 2011 19:13 Go to previous messageGo to next message
Gerdoner
Messages:1
Registered:May 2011
Great, looking forward to a new 1.13 release. Smile
Last week I installed JA2 again after all these years after I read about your mod. Gotta say, it's fantastic.
There's one thing that's bugging me though (and stopping me from playing it): the opponents never drop medikits or first aid kits. I think the problem was discussed here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=196717
Now, I have no idea how to edit those values, so my question is: will the enemy soldiers drop medikits etc in the Spring 2011 version of 1.13? would be great.
Re: Next 1.13 Release: Spring 2011[message #279504] Sun, 08 May 2011 19:26 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
Hello Gerdonator, Welcome to the Pit :wave:

Of course they'll drop them in the release, that was just an oversight in the Beta. Btw, that thread you linked probably has no connection to it. There must be more recent posts (all from 2011) along with solutions, just keep looking.


Re: Next 1.13 Release: Spring 2011[message #279549] Mon, 09 May 2011 16:03 Go to previous messageGo to next message
Exurok

 
Messages:193
Registered:March 2011
Location: Norway

I CANNOT WAIT MUCH LONGER!



just had to get it out, carry on gentlemen really looking forward to this.

yours truly
exurok.
Re: Next 1.13 Release: Spring 2011[message #279558] Mon, 09 May 2011 19:23 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
ever tried WOMEN - as a stop-gag-measure that is
Re: Next 1.13 Release: Spring 2011[message #279559] Mon, 09 May 2011 19:36 Go to previous messageGo to next message
Exurok

 
Messages:193
Registered:March 2011
Location: Norway

hahaha
Re: Next 1.13 Release: Spring 2011[message #279577] Tue, 10 May 2011 07:17 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
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



Re: Next 1.13 Release: Spring 2011[message #279595] Tue, 10 May 2011 12:34 Go to previous messageGo to next message
raycrasher

 
Messages:54
Registered:August 2010
Location: Philippines
Question: I am using Tai's latest AIMNAS SCI, and there seems to be a bug where the game would lag when you hover your mouse over items. Is this fixed?
Re: Next 1.13 Release: Spring 2011[message #279721] Wed, 11 May 2011 18:17 Go to previous messageGo to next message
Deane

 
Messages:62
Registered:January 2010
Does this thread has anything in its title that says about AIMNAS? It DOESNT.
Re: Next 1.13 Release: Spring 2011[message #279722] Wed, 11 May 2011 18:23 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
deanne, 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?

nix fia unguat
Re: Next 1.13 Release: Spring 2011[message #279726] Wed, 11 May 2011 19:23 Go to previous messageGo to next message
ctiberious

 
Messages:605
Registered:March 2007
Ran
Question: I am using Tai's latest AIMNAS SCI, and there seems to be a bug where the game would lag when you hover your mouse over items. Is this fixed?
Do you have some specific examples when this occurs? My test game is running on rev 4396 and I only ever noticed this kind of lag when I'm running the debug build. Release build always appears to run smoothly for me (at least where item hovering is concerned).

Re: Next 1.13 Release: Spring 2011[message #279751] Wed, 11 May 2011 22:44 Go to previous messageGo to next message
dinglehopper

 
Messages:134
Registered:January 2008
Just curious, is anyone testing this with aimnas?

I know this is not an aimnas project, but hear me out.

Aimnas has a lot more items and especially attachments than regular 1.13. It is therefor possible that the reason the person above is seeing the delay is due to the volume of extra items and attachments. Since this is supposed to be a stable modding release, and several mods have more items, if this is a problem then it is likely a 1.13 problem that crept in with NAS that should be fixed. Especially true considering NAS means it wont be long before there are lots of attachments.

DH
Re: Next 1.13 Release: Spring 2011[message #279754] Wed, 11 May 2011 23:09 Go to previous messageGo to next message
Spinx

 
Messages:34
Registered:February 2007
Location: Washington state
Hi guys, i recently downloaded a 1click installer that was posted here and it changed my game to what I'm guessing are the wildfire maps. I'm not complaining all I'm wondering is will the 1.13 spring release come with those or will i have to re-download that package and load it up?
Re: Next 1.13 Release: Spring 2011[message #279756] Wed, 11 May 2011 23:28 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
Not quite answering Ran's question, but in my few days of testing UC-1.13 v3.5 under the Beta I have not seen the frequent temporary lock-ups of the mouse cursor that were present with earlier revisions (like 4057). I did however have a random CTD within two hours of testing, though I had been abusing the game with all the restarts needed to test different facets of the mod.

EDIT: v1.13 does not by itself, have any radically modified maps. Smeagol has a thread on his mod under the 2011 release.

[Updated on: Wed, 11 May 2011 23:34] by Moderator



Re: Next 1.13 Release: Spring 2011[message #279757] Wed, 11 May 2011 23:35 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
@ sphinx,

you have to - aimNAS is a full-scale mod and will never be incorporated in the standard release
Re: Next 1.13 Release: Spring 2011[message #279759] Thu, 12 May 2011 00:02 Go to previous messageGo to next message
Spinx

 
Messages:34
Registered:February 2007
Location: Washington state
Alrighty thanks guys! Ive been enjoying those maps quite a bit so i guess once the 1.13 spring is released ill get that all figured out.
Re: Next 1.13 Release: Spring 2011[message #279836] Fri, 13 May 2011 05:25 Go to previous messageGo to next message
happybjorn

 
Messages:24
Registered:October 2003
Location: California

I had some observations and questions about NCTH (using the 4362 update).

1) I'm at about day 9 (so gear is still very limited), but it seems like hits happen a lot more frequently.

2) High damage and stat loss also seem to happen a lot more frequently. Are damage and armor calculated differently for "hits" and "misses" (like if an OCTH hit resulted from a made hit roll or from the trajectory of a miss)?

3) Shots seem to go high when firing from a roof (the closer the range, the more severe this gets). For example, aimed body shots (green cursor) from 5 or so tiles away tend to hit the target's head. Head shots from 1-2 tile range seem to always go over the target unless aimed (to green).

4) Cover seems less effective in general, especially at close range.

5) Aimed autofire is crazy overpowered.
Re: Next 1.13 Release: Spring 2011[message #279883] Fri, 13 May 2011 18:16 Go to previous messageGo to next message
ctiberious

 
Messages:605
Registered:March 2007
@happybjorn: There is a thread related specifically to NCTH which addresses much of what you're asking about. I'd recommend looking at that thread for answers to our questions. http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=262052#Post262052 includes details on how the system works and what problems are still being looked at. Especially the last 4 pages of posts, or so.

Re: Next 1.13 Release: Spring 2011[message #279942] Sat, 14 May 2011 22:49 Go to previous messageGo to next message
schlappe89

 
Messages:19
Registered:October 2010
ChrisL
schlappe89
I can't hit with assault rifles. When I mount a scope the CTH is acceptable.
Pistols are the overall better weapons until you find a scope.

€dit: ... and shadow has now camouflage Very Happy
What revision are you using? And are you plying in NCTH or OCTH mode? We had a problem where the minimum range settings for scopes (OCTH-mode only) were screwy resulting in certain scopes being pretty useless. That was updated with a correction to the items.xml available on the dev branch. And there was another issue with NCTH and accuracy which was also corrected a number of revisions ago.


I'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.

[Updated on: Sat, 14 May 2011 22:51] by Moderator

Re: Next 1.13 Release: Spring 2011[message #279945] Sun, 15 May 2011 02:16 Go to previous messageGo to next message
easterngames

 
Messages:28
Registered:April 2011
Location: Pennsylvania , USA
is there a newer build of the beta up yet? im on 4362 and i didnt know if maybe the bug hunt has moved on to a new build.
Re: Next 1.13 Release: Spring 2011[message #279978] Sun, 15 May 2011 19:57 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

Hello everyone =).Is there any chance to me to get a test build of Ja 1.13 for game test?Or all invites to closed beta test are over?
Re: Next 1.13 Release: Spring 2011[message #279979] Sun, 15 May 2011 20:04 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1974
Registered:October 2005
Location: Austria
write tais a pm to get beta.
new release will be available at the end of the upcoming week.


Re: Next 1.13 Release: Spring 2011[message #279980] Sun, 15 May 2011 20:12 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

Ok.thnx for info =)
Re: Next 1.13 Release: Spring 2011[message #280034] Tue, 17 May 2011 06:48 Go to previous messageGo to next message
raycrasher

 
Messages:54
Registered:August 2010
Location: Philippines
Logisteric
deanne, 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 Very Happy

@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!
Re: Next 1.13 Release: Spring 2011[message #280134] Wed, 18 May 2011 18:57 Go to previous messageGo to next message
ctiberious

 
Messages:605
Registered:March 2007
schlappe89
I'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.

Re: Next 1.13 Release: Spring 2011[message #280153] Thu, 19 May 2011 10:55 Go to previous messageGo to next message
MasterN

 
Messages:44
Registered:February 2011
Location: Berlin - Ger
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

Re: Next 1.13 Release: Spring 2011[message #280154] Thu, 19 May 2011 11:17 Go to previous messageGo to next message
JMich

 
Messages:549
Registered:January 2011
Location: Greece
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.
Re: Next 1.13 Release: Spring 2011[message #280156] Thu, 19 May 2011 11:26 Go to previous messageGo to next message
MasterN

 
Messages:44
Registered:February 2011
Location: Berlin - Ger
hmmm... impatience sort of always falls back onto me...
looks like http://ja2v113.pbworks.com isn't the best source for new releases.... ^^

@JMich
con 4) already deleted the folder, but in ja2options.ini there was a line describing the difference between the two shown CHTs after pressing "f"-key. one was an "educated" guess based on the mercs skills, the other one was the "real" CTH...
may also be a MASSIVE misunderstanding on my side though.


con 5) in 4057, when i hit "end" it shows merc view, but when i release "end", it disappears again. the system i know, is described above.

[Updated on: Thu, 19 May 2011 11:30] by Moderator

Re: Next 1.13 Release: Spring 2011[message #280159] Thu, 19 May 2011 11:31 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1974
Registered:October 2005
Location: Austria
I am sorry to say, but new release will have to wait one more week. I am still waiting for some updates (XMLs, foreign language translations, ....).

I think we have fixed ALL major bugs for the release, so the EXE seems to be quite stable. I am quite sute, this will be the most stable 1.13 we have ever seen Smile



Re: Next 1.13 Release: Spring 2011[message #280160] Thu, 19 May 2011 11:32 Go to previous messageGo to previous message
JMich

 
Messages:549
Registered:January 2011
Location: Greece
Assuming you mean
INACCURATE_CTH_READOUT = TRUE
as far as I recall the 'f' button when using NCTH is displaying muzzle stability, not chance to hit. For more info on NCTH (if you have the patience to read a lot) can be found here
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