Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Discussions and Bug Reporting (2013/03/07 to 2018/11/04)
UC-1.13 Discussions and Bug Reporting (2013/03/07 to 2018/11/04)[message #316064] Fri, 08 March 2013 04:19 Go to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The last thread, HERE , had hit the 10 page danger zone so thought it best to start a new thread.

Quick update on UC-1.13 v4.xx progress:

- implemented the 1st new merchant, Charlie Banks now selling food (except hot dogs).

- started filling in Random Items, unfortunately XML Editor 102 is still eating seemingly random entries in RandomItem.XML, so I will be doing this in Excel (may even be faster). The changes will be back fitted to future versions of AFS and Dl-1.13.

To Do:

- create new NPC in the new range to act as merchants

- define jails and prisons for the POW feature

- see if I can separate civ faction to allow for displayable factions feature to be finally allowable in-mod

[Updated on: Mon, 05 November 2018 07:53] by Moderator

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316527] Sun, 24 March 2013 22:21 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Urban Chaos-1.13 v4.32 (Full - Old Maps Only Release) 20130324

This release does not contain any modernized/fixed UC-1.13 maps. Please remember that all map related issues from original Urban Chaos, will be present in this version. These known issues include:

[Updated on: Mon, 25 March 2013 01:27] by Moderator

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316555] Mon, 25 March 2013 22:32 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

With what version this hybrid will work?
1. Development version of Jagged Alliance 2 v1.13

Report message to a moderator

Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316560] Mon, 25 March 2013 23:35 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I've tested as high as SCI_Unstable_Revision_5945_on_GameDir_1624.

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316673] Thu, 28 March 2013 14:50 Go to previous messageGo to next message
wsmithjr2013 is currently offline wsmithjr2013

 
Messages:50
Registered:March 2013
Location: New Jersey
I've previously played UC 1.13 v3.65 with JA2 1.13 4870 and didn't have any issues. Well, I did have an issue that I couldn't change merc stats ... I changed them but they wouldn't show up in game. So, I'm not sure what I was doing wrong ... couldn't find any other MercProfiles to change that contained Rosebud (ie., UC profiles).

Anyway, following the FAQ thread, I did a completely new install using UC 1.13 v4.32 and JA2 1.13 5945. Wow! Lots of changes. Had a problem in that I couldn't exchange items between mercs while in combat. I could do it while in real time, but not in turn-based. The mercs were standing right next to each other and both had a lot of AP, but the game just wouldn't let me transfer the items. Is this a known issue or is something weird going on? Further testing shows that sometimes when I complete my moves, the merc is still in the "moving" or "running" stance ... like he's moving to a further destination, but I had only told the merc to move to the destination he is in. If the target merc is in that motion stance, he won't take the item. If he's in a normal standing stance, he will accept it. I've never seen the mercs keep the motion stance when they arrive at the point where I indicated to move, so I'm thinking this is a result of changes in 1.13.

Thanks for all the hard work on the mod and for any help on this issue.

Report message to a moderator

Corporal
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316675] Thu, 28 March 2013 16:20 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Yes, mercs keeping stance is a new feature of 1.13 (not specifically UC) and it has an ini setting for it. Look here:
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/313897/Absurdly_small_code_changes.html#Post313897

You might report the issue with passing items along there or in the "normal" 1.13 bug section.

PS: welcome to the pit :cheers:

Report message to a moderator

Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316698] Thu, 28 March 2013 23:49 Go to previous messageGo to next message
wsmithjr2013 is currently offline wsmithjr2013

 
Messages:50
Registered:March 2013
Location: New Jersey
Thanks for the link. For whatever reason, it took me quite a long time to find the most recent UC threads and info so I hadn't started looking for the 1.13 threads yet.

Thanks for the welcome. Been a long time JA fan and even played the original UC mod back in the day (never finished it) but I couldn't access my account because my old email no longer exists, so I had to create a new account.

Nice to see the mods are still going strong after all this time.

Report message to a moderator

Corporal
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316731] Fri, 29 March 2013 18:30 Go to previous messageGo to next message
S3rialThrill3r is currently offline S3rialThrill3r

 
Messages:26
Registered:January 2012
I'm a little curious. Since I never played the original version of UC, what would I be missing out on if I tried out version 3.75 rather than the old maps only release? Bugs aside, are the old ones better? Please don't take this the wrong way, I'm just wondering about the point of reverting back.

Report message to a moderator

Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316740] Fri, 29 March 2013 19:50 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
I just started in the oldmaps release, the last time I tried UC was pre-1.13 so its like its all new to me.
I find the new 4.x version is really good, all the flavor of the original, with the nicer resolution and upgraded items and AFS, and less bugs so far.

Thanks to Wil473 for this update, you do great work.

Report message to a moderator

Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316750] Fri, 29 March 2013 23:42 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
There were a few map mistakes fixed in UC-1.13, the problem I found was that opening some maps in a modern v1.13 Map Editor would occasionally break the map. I've been wanting to return "Old Maps" v1.13 to its roots for some time, and using some of the same tricks used in DL-1.13 to get away with no map editing, I've been able to do so with this current release.

If you're wanting to know what you're missing between v3.75 and v4.xx, see all the revisions starting with the the first v4.xx release (yes I know it was AFS but all three projects share a common core mod.

As I said above, UC-1.13 v4.xx "New Maps" will be introducing some drastic changes to factions. In theory, you may be able to play an entire game with one or more faction simply ignoring your good deeds in Danubia (though I'm going to be making that very hard).

[Updated on: Fri, 29 March 2013 23:44] by Moderator

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316766] Sat, 30 March 2013 04:01 Go to previous messageGo to next message
wsmithjr2013 is currently offline wsmithjr2013

 
Messages:50
Registered:March 2013
Location: New Jersey
Some questions:

Was the Jeep removed from the more recent versions of UC 1.13? Recall it being in A10 in 3.65 but upgraded to 4.32 and it isn't there. Don't necessarily want to know where it is, just want to make sure something is not wrong. Would sure be nice to have something to carry all the junk, though.

Also, I did my best to follow instructions at http://www.bears-pit.com/board/ubbthreads.php/topics/315839/Re_UC_1_13_DL_1_13_AFS_Release.html#Post316403 and the installation thread. Installed 1.13 5930 and UC 1.13 4.32. Everything seems to be working ok, though I've just started. However, when I press "v" to get the version information, it tells me I'm running 1.13.5521 (Build 12.08.04). Is this correct? As I said, everything seems ok, but I just want to make sure it's as it's supposed to be.

Found a Makarov PM and there's a button on the graphic and I'm given an option to "Normalize". The tooltip says "Convert map compatibility copy to main sequence" ... which pretty much is meaningless to me. Should I perform this with any weapons I find or does it really matter? Sorry if this is a 1.13-specific question. If there's a link I can go to learn about all this kind of stuff, I'd really appreciate the help. To be honest, I'm having a heck of a time finding information on all the new stuff in 1.13 since I last played.

Always loved the UC mod but never completed it so hopefully I can accomplish that at some point. Thanks for any help.

[Updated on: Sat, 30 March 2013 04:59] by Moderator

Report message to a moderator

Corporal
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316769] Sat, 30 March 2013 06:02 Go to previous messageGo to next message
S3rialThrill3r is currently offline S3rialThrill3r

 
Messages:26
Registered:January 2012
Quote:
Found a Makarov PM and there's a button on the graphic and I'm given an option to "Normalize".


I also saw this in DL 1.13. I think it has something to do with weapons that have integrated attachments. For example, let's say an enemy drops a Barret M82. If you click on the "normalize" button in the item description, the integral heavy bipod appears in one of the weapon's attachment slots.

Report message to a moderator

Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316773] Sat, 30 March 2013 12:21 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
There is no jeep in original UC. Appearance by RPC's, including player owned vehicles depends on map placement and existence in data file PROF.dat/MercProfile.XML. As no maps were edited, no jeep. The only reason that Ehili can appear in UC-1.13 is that she was originally cut via PROF.dat but still retained a map placement.

Development versions of v1.13 do not always update their internal version number. "v" displaying the wrong number is normal.

Use the "Normalize" item transform to convert a weapon from its copy in the sub-350 item index (ie. original JA2 range) to the main range. Copies for compatibility with legacy maps exist, instead of simply moving the item down to the old range as I do with ammo, due to various past editor limitations. In past I have abandoned the XML Editor in favour of modding via Excel 2003 (not possible anymore due to current ITEML.XML structure), and it was necessary to keep a completely identical main range - hence the need for copies.

[Updated on: Sat, 30 March 2013 12:24] by Moderator

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316857] Sun, 31 March 2013 22:03 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

Maybe a bug:Rys-U ap cost to reload gun 49 but in real game it cost 105 ap points to reload.(i don't play with bonus ap)

game exe 5966.revision 5963

Report message to a moderator

Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316860] Sun, 31 March 2013 23:48 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Probably you are trying to load incompatible (non-7-shell) ammo. It takes too much time when ammo size and magazine size doesn't match. Especially when the gun is not empty.

I know reloading shotguns takes much more time than reloading other guns but using 49 APs is a little too much.

Report message to a moderator

First Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316862] Mon, 01 April 2013 00:08 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

hmm..maybe you right.my fault =)

Report message to a moderator

Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316900] Mon, 01 April 2013 23:06 Go to previous messageGo to next message
wsmithjr2013 is currently offline wsmithjr2013

 
Messages:50
Registered:March 2013
Location: New Jersey
Noticed a minor couple things I thought I'd report.

First, not sure if this is a UC or 1.13 issue, but a few times, my merc has been walking through an area and stepped on the pile of equipment stored in the area and fallen with the message "merc stepped on marbles". However, there were no marbles in the inventory. I did have some cans of motor grease (or something like that) and those are no longer in my inventory. Haven't found another one to test a direct connection, but some item isn't quite what it should be.

Also, sector C14 in Calisto. The last time I played with newmaps and this time, the sector map is completely different. The map that was C14 is now E13. This may be an intentional difference, but in that case the facilities in the oldmaps game don't match the actual current map. The map currently at E13 says it has the subway stop but it is the junkyard and police station that match the description for C14.

I also had a problem with the Lynn quest in Calisto. After defeating the sector, she wouldn't talk to me as if combat was still going on. So, I punched her anyway but then I was stuck in combat and couldn't leave the sector in the strategic screen. So, I left the sector and came back and there was an enemy there, but it wasn't a soldier or police. The history log said something about Kingpin sending an assassin after us, but he never identified himself. Not a big deal but thought I'd mention it. Have no idea where he came and he didn't look like any of the factions I've seen so far.

None of these are serious but thought someone would like to know. Thanks for all the hard work on the mod.

[Updated on: Tue, 02 April 2013 02:14] by Moderator

Report message to a moderator

Corporal
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316951] Wed, 03 April 2013 00:59 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
wsmithjr2013
First, not sure if this is a UC or 1.13 issue, but a few times, my merc has been walking through an area and stepped on the pile of equipment stored in the area and fallen with the message "merc stepped on marbles". However, there were no marbles in the inventory. I did have some cans of motor grease (or something like that) and those are no longer in my inventory. Haven't found another one to test a direct connection, but some item isn't quite what it should be.

Yes, the motor grease has the marble tag set so it will trigger the slip and fall effect.


wsmithjr2013
Also, sector C14 in Calisto. The last time I played with newmaps and this time, the sector map is completely different. The map that was C14 is now E13. This may be an intentional difference, but in that case the facilities in the oldmaps game don't match the actual current map. The map currently at E13 says it has the subway stop but it is the junkyard and police station that match the description for C14.

That's a mistake, I forgot to flip the descriptions for C14 & E13 when reverting to the original maps.


wsmithjr2013
I also had a problem with the Lynn quest in Calisto. After defeating the sector, she wouldn't talk to me as if combat was still going on. So, I punched her anyway but then I was stuck in combat and couldn't leave the sector in the strategic screen. So, I left the sector and came back and there was an enemy there, but it wasn't a soldier or police. The history log said something about Kingpin sending an assassin after us, but he never identified himself. Not a big deal but thought I'd mention it. Have no idea where he came and he didn't look like any of the factions I've seen so far.

The empty hostile sector bug is an old one from original UC, and you seemed to have found the workaround.

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #317165] Sun, 07 April 2013 11:31 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
A few small XML things:

The AR15 pattern weapons (model 777, 779 and PS01 Modded M4) all seem to fit the Calico RIS block.

The PS01 (Russian Sniper scope mod M4) cannot fit the AR15 pattern handguard or MWS handguard deliberate?

Tex's custom pistols can fit rifle grenades when converted to .38 SPC.

The Car15s of the gun dealers don't come with the default folding stock attached (not sure if this is map related or not).

Report message to a moderator

Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #317166] Sun, 07 April 2013 14:35 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Tango
The AR15 pattern weapons (model 777, 779 and PS01 Modded M4) all seem to fit the Calico RIS block.

Fixed, looks like I forgot how bits worked when I was creating the "DI Upper Receiver" attachment point.

Tango
The PS01 (Russian Sniper scope mod M4) cannot fit the AR15 pattern handguard or MWS handguard deliberate?

I better check those two as the plan was only to disallow the AR handguards if the gun had been modded to also take the GP-30 launcher.

Tango
Tex's custom pistols can fit rifle grenades when converted to .38 SPC.
Fixed, looks like a few of the .38 SPC duplicates still retained attachments from when they were copies of guns for the earlier conversion based rifle launched grenade system. I thought I had cleaned those out before moving on to UC-1.13 v4.xx.

Tango
The Car15s of the gun dealers don't come with the default folding stock attached (not sure if this is map related or not).
Yes that is map related. Shouldn't be a problem as not having the telescopic stock just means the gun is treated as if it had a fixed stock. Also the normalize item transformation should be able to restore the replacable stock, as should a merger with a toolkit.

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #317326] Thu, 11 April 2013 19:05 Go to previous messageGo to next message
veedotja2 is currently offline veedotja2

 
Messages:86
Registered:April 2012
Location: New York
r4870 UC 3.65 was great, almost finished it!

Using 1.13 r5963 and UC 4.32, and it's good, better. Great work.

Guns are jamming a lot, even at 75%. Is this normal? it's annoying. I've turned off dirt and overheating because I can't imagine adding more difficulties with these crappy guns! Does UC increase the chance of a jam over vanilla 1.13 because my simultaneous r5740 game doesn't seem to have this issue.

Does UC also make any changes to the suppression system over regular 1.13? Same settings as my vanilla game but suppression seems harder to do by my impression. I can't set up an identical scenario to test so maybe it's just me.

For the record, when launching the INI editor, the "Select INI-File:" dropdown defaults to "Data-1.13\Ja2_Options.INI" and not "Data-UC113\Ja2_Options.INI" so I spent a while changing the wrong settings file in the wrong folder. The correct mod is selected, just not the INI file.

In the laptop, going to the Insurance screen through the link at AIM I get an overlay of the Bullet Train map on top.

I had an issue with Rosebud while repairing items in Atremo after conquering two sectors constantly saying "all done" and I had to constantly click continue to get anything repaired in fast time. I gave the Toolkit to Screw and everything was fine, now back to Rosebud and it's fine. Hmm. Trying to duplicate it.

Otherwise no crashes or other bugs encountered so far.

Report message to a moderator

Corporal 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #317487] Tue, 16 April 2013 23:59 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
VeeDotJA2
Guns are jamming a lot, even at 75%. Is this normal? it's annoying. I've turned off dirt and overheating because I can't imagine adding more difficulties with these crappy guns! Does UC increase the chance of a jam over vanilla 1.13 because my simultaneous r5740 game doesn't seem to have this issue.

Reliability stats in my projects are quite different from those of stock 1.13 - I wanted to see a meaningful difference in reliability between guns. This of course translates into some guns having a very high risk of jamming.


VeeDotJA2
Does UC also make any changes to the suppression system over regular 1.13? Same settings as my vanilla game but suppression seems harder to do by my impression. I can't set up an identical scenario to test so maybe it's just me.
Yes, its been watered down for some time now.


VeeDotJA2
In the laptop, going to the Insurance screen through the link at AIM I get an overlay of the Bullet Train map on top.
Known issue, won't be addressed till someone externalizes in-exe text. see the documentation or FAQ thread for more info.


VeeDotJA2
I had an issue with Rosebud while repairing items in Atremo after conquering two sectors constantly saying "all done" and I had to constantly click continue to get anything repaired in fast time. I gave the Toolkit to Screw and everything was fine, now back to Rosebud and it's fine. Hmm. Trying to duplicate it.


VeeDotJA2
Otherwise no crashes or other bugs encountered so far.
There were some recent fixes to the Advance Repair feature, perhaps Flugente has already addressed this.


Progress on New Maps/Betrayal/v4.4x is going well. Changes to certain quests have been tested, and some of you may already have noticed that I've already hinted at those changes under the spoilers section of the FAQ thread.

Most of the new merchants will not have an active sound profile, I noticed the size of the current working files have jumped due to the speech I've imported for the first two new merchants setup.

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #317497] Wed, 17 April 2013 06:27 Go to previous messageGo to next message
wsmithjr2013 is currently offline wsmithjr2013

 
Messages:50
Registered:March 2013
Location: New Jersey
Found an old UC mod from back in 2005 which changed all the merc stats to be much lower. I'd like to update my game with these stats. What I'm wondering is if I can makes changes and then backup/restore the file when new versions uf UC-1.13 are released? Will this work without breaking the game or will I have to re-do any of my changes each time I upgrade to a newer version?

Thanks for any help.

Report message to a moderator

Corporal
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #317503] Wed, 17 April 2013 13:46 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
wsmithjr2013
Found an old UC mod from back in 2005 which changed all the merc stats to be much lower. I'd like to update my game with these stats. What I'm wondering is if I can makes changes and then backup/restore the file when new versions uf UC-1.13 are released? Will this work without breaking the game or will I have to re-do any of my changes each time I upgrade to a newer version?

Thanks for any help.


If you keep your changes in the profile folder, updating the mod will have no effect as your XML file would have top priority in the VFS file structure. Anyone doing personal changes should keep their files in the profiles folder so that updates to Data folder do not overwrite their changes. Also if their personal changes cause problems, then the modified files can simply be deleted to return to the original mod.

Now that being said, the next release has substantial changes to the merc related XML's with the addition of almost a dozen new mercs as well as a recent fix to merc opinions. Additionally, New Maps UC-1.13 has an independent profiles folder as it is not compatible with old maps.

EDIT: current release plans are a major AFS release this weekend, DL-1.13 next, and UC-1.13 no sooner than a week after that (Mid to Late May).

[Updated on: Wed, 17 April 2013 14:40] by Moderator

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #317551] Thu, 18 April 2013 20:54 Go to previous messageGo to next message
veedotja2 is currently offline veedotja2

 
Messages:86
Registered:April 2012
Location: New York
wil473

Reliability stats in my projects are quite different from those of stock 1.13 - I wanted to see a meaningful difference in reliability between guns. This of course translates into some guns having a very high risk of jamming.

Yes, its been watered down for some time now.


Don't know how I missed this, I read the threads but it's a lot of information to absorb and there are many changes. It wasn't in the 3.65 FAQ I have, either. New behavior?

It's good to know my game isn't broken. Even with same INI settings as my simultaneous vanilla 1.13 game I have quite different jam/suppression behavior. Since the settings have the same values intuitively I expected the same game play. As a big fan of suppression I just need to find the balance.

By the way, this isn't a complaint, just clarifying some points. Your work is outstanding.

Report message to a moderator

Corporal 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #317821] Thu, 25 April 2013 02:33 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
While waiting for feedback on AFS v4.40 and DL-1.13 v4.41, I've been busy adding NPC Merchants (see: running version history for UC-1.13 v4.4x). A side effect of this is that I've been able to add a "pseudo" quest. It is not really a quest in that nothing appears in your logbook in-game, but in my struggle to give the merchants something to say when you first meet them, I've been able to string together a minor task that one NPC merchant wants your crew to perform on another NPC merchant.

Also I'm using the intro conversation for one NPC merchants to relate the list of items needed to produce one of the more obscure weapons in-game.

EDIT: found something new, Manny (index 155) despite seeing the Druggist's death in the L12 (instead of H2) will still seek out the coordinates of his place behind the bar in H2. Dropped into Urban Chaos's L12 map, it actually looks like he steps outside for a smoke on finding his old boss dead... I wonder how I can exploit this scripting.

[Updated on: Thu, 25 April 2013 05:51] by Moderator

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318312] Wed, 01 May 2013 04:41 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Right, I've reached the point where I'm not sure if it was my use civ factions that is the problem, or if something about civ faction hostilities has changed in the .exe, or (hopefully) it is just my use of the cheat codes in testing but I'm not entirely sure if the DNP, Gun Runners, and Satan's Sons gangsters as factions have their hostilities for your actions transition from sector to sector. So I have a choice, test the mod without cheat codes, or release the thing so that I've got a pool of testers greater than one. I've choose the latter:


Urban Chaos-1.13 v4.42 (Full) 20130501

Available From:
MediaFire
ModDB Pending


System Requirements:
1) Legally purchased copy of Jagged Alliance 2, preferably installed somewhere mod friendly. ie. NOT any folder including the phrase: Program Files (x86)

2) Development version of Jagged Alliance 2 v1.13

[Updated on: Wed, 01 May 2013 04:51] by Moderator

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318432] Wed, 01 May 2013 23:38 Go to previous messageGo to next message
hermitageman is currently offline hermitageman

 
Messages:38
Registered:May 2010
Location: Kaunas, Lithuania
Something is wrong with Mediafire - I cannot download the file properly.

Report message to a moderator

Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318435] Wed, 01 May 2013 23:47 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Must be something between you and MF, just tested it and it works fine for me.

Report message to a moderator

Captain

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318454] Thu, 02 May 2013 01:38 Go to previous messageGo to next message
hermitageman is currently offline hermitageman

 
Messages:38
Registered:May 2010
Location: Kaunas, Lithuania
Well, the downloading process starts, but something goes wrong and the file's size becomes less than 1 MB, not 36,6 MB as it should be. Tried this many times, but the story is the same.Smile

Report message to a moderator

Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318455] Thu, 02 May 2013 01:41 Go to previous messageGo to next message
hermitageman is currently offline hermitageman

 
Messages:38
Registered:May 2010
Location: Kaunas, Lithuania
It seems, that something is wrong with OPERA browser. Everything works fine from Internet Explorer.Sorry for disturbing, but this might be useful for others.

Report message to a moderator

Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318471] Thu, 02 May 2013 11:00 Go to previous messageGo to next message
Carmondai is currently offline Carmondai

 
Messages:7
Registered:May 2013
Another question: Is it possible to make militia + civilians (factions) drop all their equipment while "Enemies drop all items" is already activated?

In older versions this worked, now it doesn't work any longer, only enemies drop everything...

[Updated on: Thu, 02 May 2013 11:02] by Moderator

Report message to a moderator

Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318473] Thu, 02 May 2013 11:11 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Assuming you are using base 1.13, in your "data-1.13" folder open "JA2_options.ini"

;------------------------------------------------------------------------------------------------------------------------------
; This setting determines whether militia can drop their equipment when they die, like enemies do.
;
; 0 = JA2 Default. Militia can't drop any equipment.
; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
; 2 = Militia can drop their equipment regardless of who killed them.
;
; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When 
; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly 
; (or none at all).
;------------------------------------------------------------------------------------------------------------------------------

MILITIA_DROP_EQUIPMENT = 2

Report message to a moderator

First Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318474] Thu, 02 May 2013 11:13 Go to previous messageGo to next message
Carmondai is currently offline Carmondai

 
Messages:7
Registered:May 2013
Already using this option. And having "Enemies drop all items" activated.

But still militia + civs don't drop everything they wear...

And i don't play base 1.13...i play UC1.13 of course (thats why i asked HERE^^)

So i made all my settings in the UC1.13 data folder...

[Updated on: Thu, 02 May 2013 11:17] by Moderator

Report message to a moderator

Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318481] Thu, 02 May 2013 13:30 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Carmondai
Another question: Is it possible to make militia + civilians (factions) drop all their equipment while "Enemies drop all items" is already activated?

In older versions this worked, now it doesn't work any longer, only enemies drop everything...


Actually, it was never the Drop All option that caused civ factions to drop all items. Instead what you are thinking of is the sub-mod that ShadoWarrior created where the drop flag was set for all items in preplaced map civs. That mod has not been updated for the current mod, and due to one of the features of this current revision, is incompatible.

[Updated on: Thu, 02 May 2013 13:32] by Moderator

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318482] Thu, 02 May 2013 13:46 Go to previous messageGo to next message
Carmondai is currently offline Carmondai

 
Messages:7
Registered:May 2013
Ok thx for your response. Then I will take it as it is and just play this awesome mod Wink

[Updated on: Thu, 02 May 2013 13:46] by Moderator

Report message to a moderator

Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318597] Fri, 03 May 2013 20:28 Go to previous messageGo to next message
ddarz is currently offline ddarz

 
Messages:9
Registered:August 2007
Hello!

Just wanted to thank you for the new UC release and ask one quick question!

I just liberated Calisto and made an order from BR
Shipment arrived as normal but the delivery crate is owned by the Gun Runners.

Now this has the effect that if I pick up one of my deliveries, the runners turn aggressive and a shootout ensues. This is the desired effect I am guessing.

The problem is that once the runners are taken care of, the ownership flag remains and the contents of the crate is inaccessible from the sector inventory and therefore it is quite troublesome to manage the deliveries.

Is this a known issue? Am I missing something?

Thanks again for the great release! Had been eagerly awaiting this one:D

Report message to a moderator

Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318657] Sat, 04 May 2013 15:20 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
ddarz
Hello!

Just wanted to thank you for the new UC release and ask one quick question!

I just liberated Calisto and made an order from BR
Shipment arrived as normal but the delivery crate is owned by the Gun Runners.

Now this has the effect that if I pick up one of my deliveries, the runners turn aggressive and a shootout ensues. This is the desired effect I am guessing.

The problem is that once the runners are taken care of, the ownership flag remains and the contents of the crate is inaccessible from the sector inventory and therefore it is quite troublesome to manage the deliveries.

Is this a known issue? Am I missing something?

Thanks again for the great release! Had been eagerly awaiting this one:D


Yes, this is a known issue... that I forgot to mention earlier. Simply rigging their "normal" stash with ownership wasn't enough, and I didn't want to use an NPC trigger. Additionally I wanted to rebalance BR shipping availability:

Atremo = carefree, but expensive shipping
Adrian = too far away
all others = trigger civ faction hostilities (hint: it is not just the Gun Runners who keep tabs on shipment)

I did consider simply increasing the value of the normal GR stashes, but it is already unbalancing as it is with the gear they will drop.


Speaking of faction hostilities, after you set off the BR trap, did the Gun Runner faction remain hostile on later encounters? In testing, the triggers all worked as intended but didn't seem to take effect strategically, leaving DNU and Gun Runner factions neutral in other maps. I'm not sure this is due to my use of cheat codes to quickly finish the combat (which was not being tested as I didn't want to sit on this project for a month or two testing/playing it).

Report message to a moderator

Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318691] Sun, 05 May 2013 03:28 Go to previous messageGo to next message
Urby is currently offline Urby

 
Messages:5
Registered:March 2013
wil473
Carmondai
Another question: Is it possible to make militia + civilians (factions) drop all their equipment while "Enemies drop all items" is already activated?

In older versions this worked, now it doesn't work any longer, only enemies drop everything...


Actually, it was never the Drop All option that caused civ factions to drop all items. Instead what you are thinking of is the sub-mod that ShadoWarrior created where the drop flag was set for all items in preplaced map civs. That mod has not been updated for the current mod, and due to one of the features of this current revision, is incompatible.


So that means it was pointless for me to set up my weapons of the east vs west modes, giving the enemy one type of weapon and militia another type. If that is the case my militia won't drop their weapons?

If so, that kinda is a bummer.

[Updated on: Sun, 05 May 2013 03:28] by Moderator

Report message to a moderator

Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318693] Sun, 05 May 2013 04:59 Go to previous messageGo to previous message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Urby
So that means it was pointless for me to set up my weapons of the east vs west modes, giving the enemy one type of weapon and militia another type. If that is the case my militia won't drop their weapons?

If so, that kinda is a bummer.


Probably not, I was only referring to gear held by units classed as "civilians" in-game that need to be pre-placed in the maps (along with their gear). You might want to check this post from a few days ago Urby:

Gambigobilla
Assuming you are using base 1.13, in your "data-1.13" folder open "JA2_options.ini"

;------------------------------------------------------------------------------------------------------------------------------
; This setting determines whether militia can drop their equipment when they die, like enemies do.
;
; 0 = JA2 Default. Militia can't drop any equipment.
; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
; 2 = Militia can drop their equipment regardless of who killed them.
;
; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When 
; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly 
; (or none at all).
;------------------------------------------------------------------------------------------------------------------------------

MILITIA_DROP_EQUIPMENT = 2


[Updated on: Sun, 05 May 2013 05:00] by Moderator

Report message to a moderator

Lieutenant

Previous Topic: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 2018/11/04)
Next Topic: The 2nd Weapons & Items Requests for UC-1.13/DL-1.13/AFS thread
Goto Forum:
  


Current Time: Thu Mar 28 10:54:39 GMT+2 2024

Total time taken to generate the page: 0.03976 seconds