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 #320959]
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Mon, 27 May 2013 00:53
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Hazapuzawil473One thing I'm noticing is that Militia are ignoring dying enemies with the consequence that the battle does not end until you find and punch that last enemy to death.
Shouldn't the battle automatically end if all the remaining enemies are in the "dying" state?
Did you change the 4.45 download yet to include the corrected enemy/militia XMLs you mentioned a few days ago?
Edit: I see you didn't. Any estimate on when the fix will be online?
I stopped plans to assemble the enemy/militia items XML's into a patch when it turned out it had nothing to do with crashes. Remember everyone, update to Rev 6099. Right now in the midst of revamping (N)CAP, I've cut down (in theory) Attachment.XML by another few dozen items, and I think I've got one more bit to use (out of 64, for a while I thought I had 128 to work with...) If people want I can release a quick patch with the cleaned up XML's and fixed Boss AIM Bios.
ParkanMaybe a stupid question,but.Wil473,all your mod(UC,AFS,DL)will be good playing with NCTH or better with OCTH?I am asking this because all time i played with OCTH and NCTH for me-is really something strange...i never understand all that mechanism of NCTH.
Better is a matter of taste. My OCTH implementation is different than stock v1.13's, with ChrisL's advance features to cut down on the headshot game. Still happens though. NCTH more or less completely eliminates the head shot game but often goes all strange where you cannot land shots. It doesn't help that the original implementation did not match Headrock's intentions, and nobody has had time to rebuild it correctly. Additionally player usually go into NCTH without appreciating what it is trying to do, often interpreting the end of the headshot game as a personal affront to their preferred play style.
[Updated on: Mon, 27 May 2013 00:57] by Moderator Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320981]
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Mon, 27 May 2013 12:47
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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wil473I stopped plans to assemble the enemy/militia items XML's into a patch when it turned out it had nothing to do with crashes. Remember everyone, update to Rev 6099. Right now in the midst of revamping (N)CAP, I've cut down (in theory) Attachment.XML by another few dozen items, and I think I've got one more bit to use (out of 64, for a while I thought I had 128 to work with...) If people want I can release a quick patch with the cleaned up XML's and fixed Boss AIM Bios.
I thought the AI may turn into a headless chicken in nighttime engagements, if it has an activated flashlight equipped. Which, as far as I understand, is possible with the current XMLs, as Flugente pointed out.
[Updated on: Mon, 27 May 2013 12:52] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320982]
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Mon, 27 May 2013 14:37
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Alright then, here is a quick fix patch. I threw in a few more fixes: UC-1.13 v4.45.1a 20130527 Update (MediaFire)
* Updated Ja2_Options.INI, added SHOW_HEALTHBARSOVERHEAD setting
* Fixed ItemChoices_xxx_yyy.XML, no longer contain flashlights as AI unable to cope with using feature
* Fixed AIMAvailability.XML, corrected 230.Boss = 49 now, was 48
* Fixed MercProfiles.XML (both), correct 163.Deadeye = 4 now, was 5
EDIT: sorry, copied the wrong items files (from the wrong install of UC-1.13)... Please try v4.45.1a
[Updated on: Mon, 27 May 2013 15:04] by Moderator Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #321005]
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Mon, 27 May 2013 20:36
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mrguy123 |
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Messages:7
Registered:May 2013 |
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updated to 6099 and i can play fine, no issues yet
wil473Alright then, here is a quick fix patch. I threw in a few more fixes: UC-1.13 v4.45.1a 20130527 Update (MediaFire)
* Updated Ja2_Options.INI, added SHOW_HEALTHBARSOVERHEAD setting
* Fixed ItemChoices_xxx_yyy.XML, no longer contain flashlights as AI unable to cope with using feature
* Fixed AIMAvailability.XML, corrected 230.Boss = 49 now, was 48
* Fixed MercProfiles.XML (both), correct 163.Deadeye = 4 now, was 5
EDIT: sorry, copied the wrong items files (from the wrong install of UC-1.13)... Please try v4.45.1a
do i need to start a new game?
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Private
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #321054]
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Tue, 28 May 2013 05:27
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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HazapuzaExcellent, thank you wil. Off to playtesting. Anything else I should keep an eye out for, apart from the faction hostilities?
NADA's please, my eyes alone cannot seem to find them all.
mrguy123updated to 6099 and i can play fine, no issues yet ]
wil473Alright then, here is a quick fix patch. I threw in a few more fixes: UC-1.13 v4.45.1a 20130527 Update (MediaFire)
* Updated Ja2_Options.INI, added SHOW_HEALTHBARSOVERHEAD setting
* Fixed ItemChoices_xxx_yyy.XML, no longer contain flashlights as AI unable to cope with using feature
* Fixed AIMAvailability.XML, corrected 230.Boss = 49 now, was 48
* Fixed MercProfiles.XML (both), correct 163.Deadeye = 4 now, was 5
EDIT: sorry, copied the wrong items files (from the wrong install of UC-1.13)... Please try v4.45.1a
do i need to start a new game?
Not necessary, unless you want to see Boss' AIM bio. All the fixes either will work their way into the game on their own after some time, or are non-critical. As near as I can tell Deadeye has been defined as a vehicle for quite some time will little ill effect.
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #321100]
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Tue, 28 May 2013 22:23
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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Some bugs to report:
The CAR-15 has Colt 607A as its sector inventory name, but the description retains the old CAR-15 text.
Charlie has gibberish as his speech if you click "Done" when buying from him.
The Flashlight description is missing a letter at the end.
Edit:
.380 ACP, Ball (64-round helical mag) has a reliability penalty of -3. Is this intentional? The round is rather low-powered, after all.
[Updated on: Thu, 30 May 2013 15:02] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #321242]
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Fri, 31 May 2013 13:17
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joemeier2 |
Messages:4
Registered:July 2010 |
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eternal
I am pretty sure it's caused by using the switch in the guard post in the southwest corner of the map. Was able to reproduce it by using that switch myself, and also had to defend that sector from an attack, and got the crash when enemies charged that room and used the switch. Set up two mercs in there to defend it and voila, no crashes.
I can confirm that. I deleted that trigger with the editor and played through without a crash. I used 6077.
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #321298]
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Sun, 02 June 2013 20:04
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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Of course I missed the "includes 4.45.1". :uhh:
wil473Also, why are your custom settings not in a copy of the INI kept safe in the Profiles folder?
After all these years, I didn't even know you can do that...
Anyway, I encountered an annoying issue with the PIN Prison Facility sector: I can't use the sector inventory to pick up anything after sweeping the place. All the items, both enemy drops and items in containers are grayed out. Is this a side-effect of the area being off-limits to the player?
Edit:
And Miranda's face coordinates are a bit messed up still, but I guess you knew that already.
STK SAR-21 is missing its internal laser.
[Updated on: Sun, 02 June 2013 20:47] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #321308]
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Sun, 02 June 2013 21:18
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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HazapuzaOf course I missed the "includes 4.45.1". :uhh:
wil473Also, why are your custom settings not in a copy of the INI kept safe in the Profiles folder?
After all these years, I didn't even know you can do that... Yup, and I think I even mention it in the Modding the Mod: Urban Chaos-1.13 of the FAQ.
HazapuzaAnyway, I encountered an annoying issue with the PIN Prison Facility sector: I can't use the sector inventory to pick up anything after sweeping the place. All the items, both enemy drops and items in containers are grayed out. Is this a side-effect of the area being off-limits to the player? I'm going to delete all the Ownership items from that map. If you've got far enough to see inside containers, they should have already gone hostile. Not sure about the enemy drops being inaccessible however.
Probably unrelated, but I wish there was a way to simply delete all Ownership items tagged for a specific faction once that faction goes hostile.
HazapuzaAnd Miranda's face coordinates are a bit messed up still, but I guess you knew that already.
...and Gooses, Skits, Rueben, and probably a few more. This is something I'm going to need outside help to fix. I tried to import in the new graphics for the three I've mentioned, but that made it even worse. As near as I can tell it has something to do with a graphic size only used by NPC's and RPC's before you hire them.
HazapuzaSTK SAR-21 is missing its internal laser.
I just checked, all three SAR-21 variants with integral LAM's have them. The fourth, MMS variant, does not have an integral LAM by design.
EDIT: the SAR-21 family was given a semi-unique layout in the improved NAS scheme, specifically to accommodate the integral LAM, so these were heavily tested yesterday.
[Updated on: Sun, 02 June 2013 21:24] by Moderator Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #321316]
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Mon, 03 June 2013 01:07
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Tango |
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Messages:106
Registered:July 2006 |
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Some questions for you:
(This is all based from Walter's inventory without a new game start so it might be to do with his inventory not refreshing?)
Is the FN Minimi meant to have a conversion between belt and mag feed? It currently has a 30 round capacity or can be fitted with a CMAG adaptor, which the real version can't do.
The ARES shrike Upper has a 30 round capacity but can't be fitted with a CMAG adaptor. Is it meant to be belt fed like the image implies?
As a minor point Walter uses one of the Hick's speech (which is pretty non sensical in the context) but then shows speech numbers as text ie "12".
Hope this helps the never ending quest for issues.
Cheers for the hard work.
Edit One more: The Magpul AFG won't fit onto the AR15 Ris Handguard
[Updated on: Mon, 03 June 2013 01:23] 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 #321317]
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Mon, 03 June 2013 01:31
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Hazapuzawil473I just checked, all three SAR-21 variants with integral LAM's have them. The fourth, MMS variant, does not have an integral LAM by design.
EDIT: the SAR-21 family was given a semi-unique layout in the improved NAS scheme, specifically to accommodate the integral LAM, so these were heavily tested yesterday.
I actually entered the PIN facility before applying the patch, could this be the cause?
Odd, the changes were only meant to move the internal LAM around to the slot underneath the muzzle slot. Guess this means the new map will need to be swept for ejected attachments as well.
TangoSome questions for you:
(This is all based from Walter's inventory without a new game start so it might be to do with his inventory not refreshing?)
Is the FN Minimi meant to have a conversion between belt and mag feed? It currently has a 30 round capacity or can be fitted with a CMAG adaptor, which the real version can't do.
The ARES shrike Upper has a 30 round capacity but can't be fitted with a CMAG adaptor. Is it meant to be belt fed like the image implies?
As a minor point Walter uses one of the Hick's speech (which is pretty non sensical in the context) but then shows speech numbers as text ie "12".
Hope this helps the never ending quest for issues.
Cheers for the hard work.
The manufacturer has a webpage marketing the BETA Mag for the FN Minimi. The ARES is just an outgrowth of it having an AR magwell.
Since the external feed feature became available I've modified LMG that have dual magazine/belt feeds to have a "magazine" sized capacity. The weapon must have some internal capacity otherwise the external feed feature does not work, so this allows the dual magazine/belt feed to be conveniently portrayed.
There is however the problem of not being able to convert crates into belt segments (all belt only LMG have the belt segment size as its built-in capacity). This is mitigated by the feature where crates can be separated into magazine items based on available NIV pockets.
EDIT: misread the ARES bit, all Uppers have a "fake" C-Mag attachment for display purposes in BR's. It cannot accept the "real" C-Mag adapters for lack of a mag well.
EDIT2: Both Walter and Charlie (Hot Dog Stand in Atremo UBT who is out of hot dogs) suffer from the same issue, they were never meant to be merchants in original Urban Chaos, so I need to figure out where the text & speech is coming from and replace it with a combination of new text and blank sound files.
I'm hoping that all buy/sell/merchant small talk line numbers are the same for all NPC's that operate as merchants.
EDIT3: the AR-15 Hand Guard is supposed to be a very short "minimalist" AR hand guard, so I'm not entirely sure if the AAG would fit it in my concept. Also, the (N)CAS "size" for the AAG has it in the same class as the smaller M203PI and shotguns, though I can easily sidestep that concern by defining it as an attachment in Attachments.XML for the AR-15 Hand Guard and the small number of RIS equipped VSBR's.
[Updated on: Mon, 03 June 2013 02:27] by Moderator Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #321324]
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Mon, 03 June 2013 15:53
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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wil473EDIT3: the AR-15 Hand Guard is supposed to be a very short "minimalist" AR hand guard, so I'm not entirely sure if the AAG would fit it in my concept. Also, the (N)CAS "size" for the AAG has it in the same class as the smaller M203PI and shotguns, though I can easily sidestep that concern by defining it as an attachment in Attachments.XML for the AR-15 Hand Guard and the small number of RIS equipped VSBR's.
The AFG has only one screw to keep it in place, so I'm not sure if an under-barrel rail that couldn't at least somehow hold one even exists.
And I can confirm that the Quartermaster does drop his whole inventory when killed. IMHO, he'd be a lot more balanced if he had (V)SBRs to sell instead of full-length rifles.
Edit:
After tasering Conrad and taking a look at his equipment, I noticed he was carrying two 4x Battle Scopes and 4 VOG grenades, in other words twice the amount he comes with if you recruit him.
Which weapons should the Znich AK Tactical Light attach to? I can put it on an SVU or M4A1, but not on Colt Canada PDW, AKM, AK-74, Zastava M70 or Vityaz.
I'm unable to attach a remote detonator to a pipe bomb or TNT...
[Updated on: Tue, 04 June 2013 20:03] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #321384]
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Wed, 05 June 2013 04:18
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Hazapuzawil473EDIT3: the AR-15 Hand Guard is supposed to be a very short "minimalist" AR hand guard, so I'm not entirely sure if the AAG would fit it in my concept. Also, the (N)CAS "size" for the AAG has it in the same class as the smaller M203PI and shotguns, though I can easily sidestep that concern by defining it as an attachment in Attachments.XML for the AR-15 Hand Guard and the small number of RIS equipped VSBR's.
The AFG has only one screw to keep it in place, so I'm not sure if an under-barrel rail that couldn't at least somehow hold one even exists.
And I can confirm that the Quartermaster does drop his whole inventory when killed. IMHO, he'd be a lot more balanced if he had (V)SBRs to sell instead of full-length rifles.
Edit:
After tasering Conrad and taking a look at his equipment, I noticed he was carrying two 4x Battle Scopes and 4 VOG grenades, in other words twice the amount he comes with if you recruit him.
Which weapons should the Znich AK Tactical Light attach to? I can put it on an SVU or M4A1, but not on Colt Canada PDW, AKM, AK-74, Zastava M70 or Vityaz.
I'm unable to attach a remote detonator to a pipe bomb or TNT...
The Znich should basically fit any weapon that takes the normal bipod. Still need to figure out how to get it to fit some other guns, though I am considering dropping the PRC Optics or the FN Optics from (N)CAP to free up a bit for the Znich.
Similarly, I haven't had time to come up with a change for the AAG - easy answer is to allow it to fit the same mounts as the Grippod.
RIS handguards will be getting the Surefire Grip from IoV next time I add stuff. Ran across it while trying to find a face extension for helmets. Whatever stuff the AAG fits, the Surefire will fit too.
UC-1.13 v4.45.3 20130603 Cumulative Patch (includes v4.45.1-2) on MediaFire
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #321471]
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Sat, 08 June 2013 13:31
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Mr_Clark
- the remote detonator seems to be working exactly as the normal one, that is you can set a number of turns on activation, but not remotely detonate
Corrected the Built-in Attachment class to "Remote Detonator," not sure if this is the problem but in a quick comparison with the current SVN Data-1.13 that seems to be the only major difference between stock SVN and the mod.
Mr_Clark
- The Remington XP-100 (.223) and XP-100R (7,62*51) Pistols seem to have the exact same stats (DMG, Accuracy, Range, Handling), I don't think that should be the case Lowered damage to 29, and range to 250 for the XP-100. Also found that the 7.62x51mm AK's had the wrong damage too when I was comparing by calibre - also fixed.
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #321487]
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Sun, 09 June 2013 02:27
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wsmithjr2013 |
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Messages:50
Registered:March 2013 Location: New Jersey |
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wil473Is your Data-UC, contains the original Urban Chaos data, intact?
Apparently, not. I copied it from a different source and now it's correct. Not sure what happened to the one I've been using.
I noticed an interesting thing, though. Before I re-copied the Data-UC folder, the main menu options were in a gold color, like the original JA2. Once I re-copied from an older source, the menu options were back to being white. Here, I thought the gold color was an "upgrade", not an indication of a problem.
Sorry to bother you with it. Should have figured it out on my own but I thought the folder I was copying was unchanged.
BTW, I just re-copied the Data-UC folder without re-doing the UC1.13 install files. Will that cause any unwanted side effects?
Thanks.
[Updated on: Sun, 09 June 2013 02:28] by Moderator Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #322442]
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Fri, 05 July 2013 19:10
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Osprey_32 |
Messages:3
Registered:July 2013 |
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Just a few questions.
What about the militia management window? the regions do not match Danubia but show the original Arulco regions, any future plans to make it correct?
Was the "." menu disabled? the one with the fill canteens and clean weapons one, I can't seem to be able clean weapons.
Why does shipping to Atremo always results in missing items? It's probably intended but anyway to avoid this?
Is there a limit to the number of items Bobby Ray can offer? (not the number of items in stock, but unique items) Except maxing out the initial settings, anyway to make sure I see the most available items? because as the game progresses the equipment stays the same.
I really appreciate the work done here, I noticed a few bugs before but I really don't remember them right now, I'll post once something comes to mind.
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Civilian
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