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)
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319227]
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Thu, 09 May 2013 23:47
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Tango |
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Messages:106
Registered:July 2006 |
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Still playing along slowly:
The STK Ultimax item description says it can accept C-Mags but its capacity is 30 and it can't accept an adaptor.
Edit to add: It can also accept a foregrip along with its internal grip. Should it have an internal bipod instead?
Also if it is a Mk5 it has a RIS top rail and forerails and a folding stock. The Mk4 has the above as well but can't accept Cmags.
To do with new storyline:
Toggle SpoilerI've managed to visit Port Kip and steal from the guards. To be honest I don't see myself moving away from using the C7A2 and C8s along with the sights I've managed to steal from Kingpin's sector.
The 3000+ 5.56mm Heavy rounds was a bonus as well.
[Updated on: Thu, 09 May 2013 23:52] by Moderator Report message to a moderator
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Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319244]
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Fri, 10 May 2013 03:27
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Tango |
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Messages:106
Registered:July 2006 |
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The faction did indeed go hostile. However, I was operating at night so not 100%.
Toggle SpoilerHowever, is there a weapons trader on Kingpin's map? I shot one named character who was hostile who then dropped a load of stuff (15+ scopes, various STK weapons) plus 20 grand in cash which seemed off.
Not all the DNP faction police are hostile though. Depending on whether you are spotted it doesnt show them as hostile. Haven't been to any other towns yet so might have missed a trigger.
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Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319799]
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Wed, 15 May 2013 23:50
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Affe_mit_Waffe |
Messages:2
Registered:April 2010 |
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was there, had all the names and data.
but guess what 3rd install did the trick, must have screwed something up twice yesterday evening when i was drunk and decided it was time to play ja2 again xD
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319822]
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Thu, 16 May 2013 11:06
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goc_man |
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Messages:113
Registered:November 2007 Location: Croatia |
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Hi wil473.
I haven't played JA2 for a while, and decided to have a go at your mod. I'm a huge fan and played all sorts of mods (Wildfire, 1.13 vanilla about a million times, AIM, AIMNAS, Arulco Revisited...) but never played the original Urban Chaos (shame on me, since I realized - through your mod, how good UC was). So now I decided to try this hybrid of yours and I must say - I'm loving it!
The new campaign, great maps, urban CQB fights - all great features of the MOD Squad original... And your massive overhaul - tons of items, all the new 1.13 gizmos... It all comes together to a great JA2 experience, IMHO maybe the best one yet.
I'm playing UC v4.42 on Experinced-NCTH (hope it won't get too easy later on, so far it's great). I've conquered all the northern cities. Been taking notes on some stuff that I liked and some that bugged me, so here's some a lot of feedback
First af all a few general impressions:
NCTH in general - never been a fan, tried it about a year ago. Although the logic and maths behind it are impressive, it just didn't feel right.
But once I realized how much work you put into optimizing it for you mods, I had to try one more time. And now I'm not regretting it. All the weapons so far seem well balanced for the new system. There's no more sniping half way across the map 1.13 style, but the kinda old JA2 feel is there (CQB - you got to get a good feeling of the weapons to be certain if a shot will land, and at medium range there always a chance of miss). I didn't quite explain it there but it feels good, and that's important. Autofire is lookin good as well, although I think I'll crank up the supression effectivness. I'm still adjusting my gameplay style to the new system, but now it's fun, and not a pain in the ass (like the experience I had with the NCTH in regular 1.13)
Shotguns are great. Finally, they can be used as intended in real combat, and the hunter trait is now really useful. Although they just might be a bit too powerfull lol:) I'm using Ayana (a beast of a merc for that price btw) and so far she's been a killer with shotguns (not overpowered, but just right). But now I got my hands on a Keltec KSG and some flechette ammo. I stuck a Compact Holo and a Full Shotgun Choke on it, and now I'm worried this might be a bit overkill. Will report on this, once I experiment more.
New mercs,NPCs... Since I never played the original UC, I'm really enjoying all the new content...but...
I don't like the computer generated speech. I don't know if this was in the original UC, or was it added by you, but it's really anoying. For example Elhi (I know she wasn't in the original UC, I've read the FAQ) - The voice files she does have sound OK, but with those "HAL 9000" sounding ones, she becomes a freak of a merc.
For Elhi and similar mercs I would prefer either:
A: The game plays the speech files which were recorded. The computer generated speech files should not be played, only a dialogue text box is displayed. or
B: Mercs/NPC without complete voices should be excluded from the mod
Now don't think I don't respect the work you did to include these mercs, but the robot voices just break the immersion.
In my campaign I decided to go to Port Kip first. After a few fights I got to D6 But once I rescued Miranda, all hell broke lose and the DNP and that other faction (forgot the name) go agressive on me. Now this is all fine n dandy. But this lead to a huge fight in D5 (which was very fun btw) but I had to kill Kingpin, that Qaurterma guy and a few more NPCs. And again this is fine (if it was intended to happen this way in the original mod). My trouble is that in the process I acquired a huge amount of great loot, and this became a balance problem. The first few fights around Atremo were very interesting. But now a have few Assault rifles, the aforementioned Keltec shotgun, a Dragunov, scopes and what not... I've conquered Sheraton, the SAM site and Calisto without a sweat, and still waiting for Brenda's forces to catch up. Please comment, should I have gone for Calisto first? did I have this fight too early in the game, or did something go wrong (bug)?
A quick question
TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE
AGGRESSIVE_STRATEGIC_AI = 2
Can I expect these massive counter-attacks as in regular 1.13, but now in Calisto and other cities, or is the feature disabled in your mod? (PM me if it's a spoiler)
Bugs UC v4.42
First of all you got a typo in your FAQ PDF:
First page "What is it" - it says "...designed to allow the campaign from Deidranna Lives!..." shouldn't ir say Urban Chaos lol:)
The NPC Menger from one of the UBT Stations has some weird speech files playing (can't remember the details exactly but he starts talking, but then speech files from some other merc are played)
Gas tank item description mentions Arulco instead of Danubia
Kingpin offers $50000 for MOC list, the laptop history displays $20000
9x18mm Tracer ammo - missing ammo box
Cleaning kit - has lock picking flag, not sure if this was intended but doesn't seems very logical
Ppsh 7.62x25 drum wrong description text - says 75 instead of 71 bullets
Keltec KSG - shouldn't it hold 7 shells in each tube?
The specification of the real gun says "Each tube holds a total of seven 2.75 in 12-gauge shotshells or six 3 in shotshells". The UTAS in your mod holds 7 shells, so the KSG should as well, unless you did this on purpose to make a distinction between the guns.
- Also, the magazine is wrong. The KSG holds Saiga type magazines instead of just shells
- Also, I believe someone posted here the bug with infinite ammo producing from the second barrel. To save wil some trouble let me answer. This is a limitation in the 1.13 system and has nothing to do with this mod. Try the latest regular 1.13 and you will notice the same problem with a KAC Masterkey shotgun.
D5 map - a lot of shit going on here
- placed 9mm +p+ and 5.56 heavy ammo boxes with 65536 bullets
- Quarterma... Is this guy a merchant? I don't know since I had to kill him due to faction going ballistic on me. Anyway his inventory is sick: about 15 high coolnes ARs, 10 5.56 heavy ammo boxes, 40mm nades, tons of powerful attachments... In my campaign I just deleted all the stuff he dropped. Otherwise I'd be ready to go straight to Adrian
- In my campaign Kingpin disapeared during my fight against his goons (comes back a few day later)
Anyways, please forgive my ignorance if all this is story-related
I have a bug where I can get 9mm AET ammo by clicking empty pocket in merc inventory, but AET ammo is not present in sector inventory. I can provide a save game
AR-15 Stock has no bonuses/penalties listed in UDB. Am I missing something?
Camo hlemet cover Mk.I (maybe Mk.II as well) reduces reliability for some reason
OK, that's it for now. Didn't realize this post was gonna be so long.
Anways, wil473, fantastic mod and keep up the good work!
Btw, I like the way you document everything, not a lot of modders do that
[Updated on: Thu, 16 May 2013 11:23] by Moderator Report message to a moderator
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Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319840]
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Thu, 16 May 2013 14:37
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Not going to be able to address everything goc_man while drinking my morning coffee...
KSG
- upped the magazine to 7 rounds per tube, this works better actually as the 6 round capacity ejects 12 gauge magazines instead of "loose" shells in-game
- yes Flugente is aware the underslung barrel feature is a source of unlimited ammo, has not found a fix yet
Computer Generated Voices - all of them are from original Urban Chaos, best I can do is turn off the voices via the XML's
Port Kip
- I've reduced the item drops from the P.I.N. mercenaries themselves
- 65536 is a bug, they're only meant to be 500 round boxes
- Quarterma(ster), is a merchant, you can do business with him prior to certain game events. Not sure why he is dropping so much stuff though
- according to the story, yes you should hit Calisto first (and in original Urban Chaos you had to or else suffer from the missing head miner bug that I fixed in UC-1.13)
- no Kingpin is not supposed to go missing
Cleaning Kit - I think I set the lock pick flag on it too in addition to the cursor so it may be used as a lock pick
Fixed AR-15 Stock - no bonuses/penalties to display, it is meant to simply cover the slot until you attach one of the other two stocks, these will modify the weapon's stats
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319921]
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Fri, 17 May 2013 13:54
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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SpookyLizardI've noticed a bug thing, and i'm not exactly sure what's causing it. Using Version 4.42 on top of 6038/1660, and after pointing the XML editor to UC-113, it crashes on load, pointing to a lack of files, from something in the Tilesets folder. I didn't see anything about this in the Readme or anything, are these files just missing from the release, or should I copy them over from Data-UC, or what?
Did you by any chance read: Modding the Mod: Urban Chaos-1.13 in Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please for the preparation instructions?
Also, the XML Editor does not yet support:
1) dynamic (flash-)lighting - it will strip out the tag removing the flashlight tag
2) Class specific gun/item choices - you have to copy and rename files used for this feature to an earlier format if you want to edit them.
[Updated on: Fri, 17 May 2013 13:56] by Moderator Report message to a moderator
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INI Editor won't save...mod can't launch...[message #320066]
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Sun, 19 May 2013 09:24
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Kyle |
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Messages:41
Registered:December 2008 |
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It's been a while (sadly, again) since Real Life gave me an opportunity to jump back into one of the greatest games ever, made even greater by your hard work, and I'm VERY grateful for it!
That said, I tried for the very first time today to run your three mods together, Alrulco Folding Stocks, Deidranna Lives, and Urban Chaos. Following your instructions to the letter, I installed them into the game's directory in that order, due to having the oldest mod installed first, and the oldest mod installed last.
I then started up the JA2 v1.13 - INI Editor to make my screen resolution changes, and it won't save any of my setting adjustments. The error message I get states...
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JA v1.13 - INI Editor [X]
(X) Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.
Access to the path 'C:\Program Files\Jagged Alliance
[Details] [Continue] [Quit}
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No matter what I try, the program just will not save.
When I click on [Details], this is the report I'm given...
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See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
*********Exception Text**********
SystemApplicationException: Access to the path 'C:\Program Files\Jagged Alliance 2\ja2.ini' is denied at INIEditor.GUI.MainForm.SaveJA2INIFile(StringrootDirectory) at INIEditor.GUI.MainForm.btnStartJA2_Click(Objectsender.EventArs e)atSystem_Windows.Forms.Control.OnClick(EventArgs e)...
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And this error message keeps going on for quite a while, but I trust that someone here will pickup on what's wrong, and hopefully let me know what adjustments I need to make to finally get the game operational.
When I try to get the game to Quit, I get the following message...
"Access to the path 'C:\Program Files\Jagged Alliance 2\ja2.ini' is denied.
Thank you for your time and consideration.
Yours!
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320086]
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Sun, 19 May 2013 20:35
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Kyle |
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Messages:41
Registered:December 2008 |
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.
According to the instructions, one is not to install to the Program Files [color:#FF0000](x86)[/color].
I did not install there.
I installed to Program Files.
There are a whole host of older games that have issues with installing to Win. 7's default location of Program Files (x86), for example, Unreal Tournament 2004 and its predecessors are pretty much impossible to run with mods if installed there, so I'm extra careful in avoiding that directory unless it's a newer game.
And I read the FAQ thoroughly beforehand, which states:
[color:#3333FF]Standard Install Instructions
Part 0: Install your retail Jagged Alliance 2 somewhere mod friendly. ie. NOT any folder including the phrase: Program Files (x86)[/color]
So, what else could it be?
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320093]
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Sun, 19 May 2013 23:06
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Kyle |
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Messages:41
Registered:December 2008 |
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.
Ah!
Well, that explains it. Tried it, and it saves/launches perfectly now. THANK YOU!
Feel free to use the following text as a warning to others:
Quote:Due to its age, if not installed to a directory wholly independent of "Program Files" or "Program Files (x86)," Jagged Alliance 2 needs special permission in order for its .exe to run properly on the Windows 7 operating system, and also in order to run and save any mods made for it, such as through the all important INI Editor.
Right-click on the JA2 .exe, and the INI Editor's .exe, select Properties, then click the Compatibilities tab. Once opened, check off the box that states "Run this program as an administrator," then click on "Apply" and "OK."
That's it. The game and mods should now operate properly.
Before I go, one more question...
Since I've never before installed AFS+Deidranna Lives+Urban Chaos at one time, is it safe for me to assume that since I've now done this, that AFS and Deidranna Lives are fully integrated into Urban Chaos? That is, I won't need to switch the "Select JA2 v1.13 MOD" in the INI Editor to some other .ini, that when the main campaign is done Deidranna Lives is automatically activated without having to change any settings?
Thanks again for all of your help.
[Updated on: Sun, 19 May 2013 23:08] by Moderator Report message to a moderator
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Corporal
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