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 #340616 is a reply to message #340605]
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Mon, 20 April 2015 02:17
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Dyson wrote on Sun, 19 April 2015 07:37I am playing Urban Chaos-1.13 v4.50 Full 20141222 with SCI_Unstable_Revision_7679_on_GameDir_2188.
I have a question about the aiming levels:
I cannot get beond 3 or 4 times to reduce the aimig circle. I can spend more points on aiming but the tarhget circle just keeps too wide. Even with sniper trait, sniper rifle and sniper sope it is not possible to get the aiming more precise.
I understand that aiming depends on different things but I do not think that everything is right with my game, when I cant hit the nemey, even he is noch veryy far away (I disabled the range effects aiming).
Can you tell me, where to tweak, to get the aiming proper?
From the mention of "target circle," it seems that you are using NCTH - therefore we need some more information on just what the sniping scenario is. For instance, which scope are you using? NCTH will penalize you, severely, for being too close with a scope. If you've been modifying settings in the INI, then you may have also inadvertently made things worse as quite a few things have changed since the original version (and claims made at that time that NCTH could be made to work just like OCTH). Additionally a screenshot or two may help.
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341265 is a reply to message #341209]
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Sat, 30 May 2015 17:46
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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This has only been tested briefly with SCI_Unstable_Revision_7866_on_GameDir_2243. I'll test with the 2014 Stable later when I have more time.
(Obsolete)Urban Chaos-1.13 Full Experimental v4.6x 20150530(Link now leads to the next Experimental release.)
General Overview
* Reduced AP usage for most scopes
* Variable magnification/function scopes now "actuated" via Scope Modes feature vs Item Transformation feature specific "Iron Sights" no longer implemented via on-weapon Percent Cap bonus, now long arms for the most part have a 10% Percent Cap bonus (this you might remember was one of the original NCTH aides my mods implemented, and is also the same bonus used by larger/longer barrel pistols to portray benefits of a longer sight radius)
* Scopes with magnification below 3x no longer remove the 10% Percent Cap bonus
Detailed Mechanics / Change Log
(2015 Draft Scope Patch v0.1 20150503)
* Most Long Arms, <PercentCap> = 10, was variable depending on broad "guestimate" of quality of the iron sight (or was already just 10 for weapons where an "iron sight" bonus was never accounted for under the last NCTH implementation)
- - most shotguns now benefit from this as well
* All Scopes:
- - <PercentAPReduction> = 0, was variable depending on the scope's power, affects both NCTH and OCTH
* Scopes with Magnification below 3x
- - <PercentCap> = 0, was a variable penalty meant to zero out
* Scopes with Magnification of 3x and higher
- - <PercentCap> = -10, simply zeros out the long arm bonus
- - <PercentHandling> (Standing) = 2x <ScopeMagFactor>, was variable with "class" of magnification as opposed to directly linked
- - <PercentHandling> (Crouching) = <ScopeMagFactor> rounded to nearest integer, was carried over from Standing for the most part
- - <PercentHandling> (Prone) = 0, was carried over from Standing for the most part
* 504. Tactical Iron Sights, <AttachmentClass> = Iron Sights, was Iron Sight
* 512. 5.5x Reflex Scope:
- - <PercentReadyTimeAPReduction> = 0, was -10
- - <PercentAPReduction> = 0, was -10
* 522. Thermal Imaging(FLIR) - Weapon Sight, implemented new (2015) variable mode scope
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x, 4x, 5x
- - <ProjectionFactor> = 0, was 1.5
* 524. PO 3.5x21P:
- - <PercentAPReduction> = 0, was -10
- - <PercentCap> = 0, was -11
* 533. DM Sight, 4x, item removed
* 534. Dual Mode Sight:
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 4x
- - <HiddenAddon> = 0, was 1
- - <NotBuyable> = 0, was 1
- - <HiddenAttachment> = 0, was 1
- - <BlockIronSight> = 0, was 1
* 535. Variable Power Scope:
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 3x, 4x, 5x, 6x, 7x, 8x
- - <HiddenAddon> = 0, was 1
- - <NotBuyable> = 0, was 1
- - <HiddenAttachment> = 0, was 1
- - remaining stats appropriate to a 9x Scope
* 536. Variable Power RIS Scope
- - was <uiIndex> = 586, "Variable Power RIS Scope, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - remaining stats similar to Variable Power Scope
* 537. Variable Power RIS Scope/Reflex Mount
- - was <uiIndex> = 589, "Variable Power RIS Scope/Reflex Mount, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - remaining stats similar to Variable Power Scope
* 538. 1P21 Minuta Sniper Scope
- - was <uiIndex> = 540, "1P21 Minuta Sniper Scope, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - remaining stats similar to Variable Power Scope
* 539. PO-1.5-4.5x16
- - was <uiIndex> = 540, "1P21 Minuta Sniper Scope, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 1.5, 2x, 3x, 4x
- - remaining stats appropriate to a 4.5x Scope
* 540. no longer has an item
* 581 - 589. Lens items
* 591. TactiKool-Aid AR-15 RIS Scope Mount, <PercentCap> = 0, was -7 (no longer need to account for AR-15 "iron" sight)
* 593. TactiKool-Aid FAL Optics RIS, <PercentCap> = 0, was -5 (no longer need to account for FAL "iron" sight)
* 594. TactiKool-Aid H&K Optics RIS, <PercentCap> = 0, was -6 (no longer need to account for Heckler&Koch diopter "iron" sight)
* 595. TactiKool-Aid RSA/SVU RIS Scope Mount, <PercentCap> = 0, was -1 (no longer need to account for AK "iron" sight)
* 601. TactiKool-Aid Galil Tri-Rail, <PercentCap> = 0, was -3 (no longer need to account for Galil "iron" sight)
* 626-628. no longer have items
* 676. Heavy Bipod, <AimLevels> (Prone) = -1, was 0
* 678. Integral Battle Scope/Sight Combo:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 3.5x G36 Scope
- - <ScopeMagFactor> = 1.0, was 3.5
- - <PercentBase> = 0, was 10
- - <PercentTargetTrackingSpeed> = 0, was 5
- - <PercentCounterForceAccuracy> = 0, was -35
* 681. OICW Fire Control Module:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x
* 682. FN F2000 Fire Control Module:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x
- - <PercentAPReduction> = 0, was -10
- - remaining stats appropriate to a 3.5x Scope
* 685. ARX-160 Sight:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x
- - <PercentAPReduction> = 0, was -10
- - remaining stats appropriate to a 4.0x Scope
* 688. Integral Thermal Weapon Sight, <PercentCounterForceAccuracy> = -45, was 0
(Experimental 1/v4.6(x1) 20150530
* Lower Suppressor Penalties:
- - All suppressors: General AP penalty gone
- - Sound Suppressor: Ready AP penalty still 25%
- - Premium Pistol Suppressor: Ready AP penalty lowered to 15%
- - Magnum Pistol Suppressor: Ready AP penalty lowered to 15%
- - Premium Magnum Pistol Suppressor: Ready AP penalty lowered to 10%
- - all remaining suppressors: Ready AP penalty gone
* Lowered Grenade Launcher Penalties:
- - Normal Size: 20% Ready AP penalty, 10% General AP penalty
- - Short Tube: 15% Ready AP penalty, 5% General AP penalty
- - Ergonomic/Very Small: 10% Ready AP penalty, 5% General AP penalty
- - 3GL: 30% Ready AP penalty, 15% General AP penalty
* Lowered cost to reach first aiming level
- - FIRST_AIM_READY_COST_DIVISOR = 6, was 5
* New Guns:
- - SIG MPX-P and MPX-PSB in .375SIG, 9x19mm, and .40S&W
- - SIG MPX in 9x19mm, and .40S&W (also changes to how calibre conversions and barrel types are handled)
- - Noreen BN36 30-06
- - Noreen BN36 .300WM
- - Noreen Bad News
- - LAR-47
- - LAR-47 X-1
- - (Generic) AR-47 in full, carbine, and SBR, with uppers
- - (Generic) PAR-47 and MAR-47 variant
* Updated Data to SCI_Unstable_Revision_7866_on_GameDir_2243
- - Ja2_Options.XML
- - new 12 Gauge graphics (unused)
- - SectorNames.XML, <usCivilianPopulation>, <usCurfewValue>, <sRadioScanModifier>, <usPrisonRoomNumber>
* Changed Merchants.XML, Tony:
- - <useBRSetting> = 1, was 0
- - <addToCoolness> = 3, was 1
* Changed Benelli R1
- <ubWeaponType> = Rifle, was Sniper Rifle
- <ubImpact> = 46, was 48
* Changed Gressar 2000, <ubImpact> = 46, was 48
* Changed Ruger M77 Hawkeye, <ubImpact> = 48, was 44
* Changed SIG MPX-K, <ubWeaponType> = Machine Pistol, was Submachinegun
* Changed Walther WA 2000, <ubImpact> = 46, was 48
* Changed 1677, <szLongItemName> = "M-LBE - Spec Ops Holster," was "M-LBE - Russian Pistol Holster"
* Fixed Ruger M77 Hawkeye, <APsToReloadManually> = 12, was missing
* Fixed M-LBE Holster, <szItemDesc> no longer misleading about attached suppressors
* Fixed Tactical Axe and variant, <ItemFlag> = 16384, was missing
* Fixed Shuriken and variant, <ItemFlag> = 16384, was missing
[Updated on: Wed, 12 October 2016 08:24]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341353 is a reply to message #341300]
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Fri, 05 June 2015 16:00
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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wolf00 wrote on Mon, 01 June 2015 16:08d.a.t ar steyr aug ar have bug- mass order from boby rays shop,delivering in to your hands only test samples-single pieces ... i think you fixing similar problems at h&k 416... same bug is present in dl & afs mods instaled on sci 2243-data on 7866*exe
I took a look at the uppers and other "conversion" parts and noticed that some of them are using "real" in-game calibers and some fake ones meant for uppers. The H&K 416 uppers use the fake and the AUG parts use "real." Must have had a memory lapse for why I found it necessary in the first place to create duplicate calibers.
Another Experimental will be out soon with this fix, as well as LBE specific for carrying gun parts. I've already got most of the interface graphics redone to fit the small NIV pocket. There will be some new LBE items: Leg Rig, Combat Pack, M-LBE pouch, as well as repurposing of some existing LBE's that have become redundant due to advances in stock 1.13.
EDIT: sorry, forgot to mention why I'm announcing another experimental... this one will not be adding new magazine sizes/ammosizes to existing calibers, so no map work in this round.
[Updated on: Fri, 05 June 2015 16:01]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341356 is a reply to message #341355]
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Sat, 06 June 2015 03:02
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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wolf00 wrote on Fri, 05 June 2015 16:32dezert eagle are victims in this case.. have similar error like these asult rifles.. i try ordering some scar ar in my curent game..
DE parts use the "real" calibre as well. To save on creating unnecessary dummy calibres I simply created a "pistol parts" calibre, so perhaps there may be other conversion kits down the road that may use it.
[quote title=mr_clark wrote on Fri, 05 June 2015 13:53]Wil473 wrote on Fri, 05 June 2015 15:00wolf00 wrote on Mon, 01 June 2015 16:08
Must have had a memory lapse for why I found it necessary in the first place to create duplicate calibers.
IIRC it was for preventing the possibilty to create infinite ammo from assembling and disassembling (some?) AR Type weapons. But don'T expect me to remember it right It is not just the calibre, there are also dummy magazines (with 0 size) that seem to be part of some workaround I forgot about...
I'm wondering if the DE frame/trigger group issue is related, I didn't see a 0 size magazine for its fake calibre (yeah I ended up creating a 2nd one before noticing I already had one).
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341428 is a reply to message #341372]
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Sun, 14 June 2015 20:08
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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This has only been tested briefly with SCI_Unstable_Revision_7883_on_GameDir_2246.
Urban Chaos-1.13 Full Experimetal 2 v4.6x 20150614
* Implemented Gun Parts LBE
- - changed all interface graphics for AR Upper Receivers to fit 29x23
- - chagned AR-57 Upper Receiver, AR-57 SBR Upper Receiver, and AR-57 Suppressed Upper to use P4Items graphic libary
- - changed Silhouette.XML, added 75.Upper and 76.Pistol Parts
- - changed Pockets.XML, added 98.Upper, 99.Short Upper, 100.Pistol Parts, 101.Pistol Case (0-6, 13)
- - re-size parts: 102.Pistol frame, 104.Small Pistol Parts, 152.Lower Receivers, 159.Pistol Parts, 191.SBR Upper Receivers, 192.Carbine Upper Receiver, 193.Upper Receiver, 201.Big Gun Parts
- - changed item 747 now AR Uppers Bag, was Tactical Gun Bag, Graphics based on original from IoV
- - added AR Leg Rig, Graphics based on original from v1.13
- - added M-LBE - AR Upper Pouch, Graphics based on original from v1.13
- - added Pistol Parts Case
- - added AR Receiver Assault Pack, Graphics based on original from IoV
* Implemented LBE (Vest) Armour
- - feature available for some time now in v1.13, ported from IoV custom .exe by DepressivesBrot and Zwoo+
- - changed Striker Vest, Commando Vest, Commando Vest - Medic, Commando Vest - ASL/NCO, Commando Vest - Squad Leader to LBE (in reality just moved/renamed LBE items)
- - changed remaining Commando LBE, renamed to be "vests"
- - added Striker Vest Armour Pack, Commando Vest Armour Pack, and Commando Vest Armour Pack 2 - default attachments that supply armour values
* Changed Tactical Sling to be an attachment
- - attaches to most guns via. using Laser Sight (N)CAP definition and Attachments.XML to fill in gaps
- - no longer a LBE as it was found to cause the attachment to be come inseparable - still being looked into
* Changed graphics for all variable magnification scopes, removed numbers
* Workaround LBE removal from Armour Crash (affectes Commando and Striker armours)
- - see above LBE (Vest) Armour for vests
- - reversed attachment of Holsters and Pants, armour leggings now attach to LBE
* Fixed documentation for Experimentals, forgot new naming convention for LBE <szBRName>'s in prior documentation
* Fixed Rock River Arms LAR-47 X-1, included bayonet as attachment in error
* Fixed extra Mdp7items.STI and Mdp8items.STI files, these were included in Experimentals in error
[Updated on: Sun, 14 June 2015 20:09]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341430 is a reply to message #341428]
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Mon, 15 June 2015 00:27
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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Just going through the weapons here...
Looks like attaching a A3 lower with a acme burst trigger group will cause the trigger group to disappear. This is an easy fix, just set Trigger - Match Only to Trigger - Has 3 Round Burst / Autofire Only
Also there's no distinction for an Ares Shrike attached to an A4 lower at all. Same with LE901 lower.
Edit 1: Also noticed the SCAR SV variants have significantly lower range compared to, for example, the KAC SR-25. 550 range vs SR-25's 780. What's the reasoning for this?
[Updated on: Mon, 15 June 2015 00:28] Report message to a moderator
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Master Sergeant
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