Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Hybrid
Re: UC-1.13 Hybrid[message #130225]
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Tue, 20 February 2007 03:06
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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I've only had the shotgun thing happen once. The landing map (A9) enemy troops are pre-placed on the map which accounts for a few things: 1) why they're not affected by the shotgun thing, 2)this is why the Skorpion SMG's are missing their folding stocks on this map(see page 2 of this thread).
The thievery menu I think is a 1.13 issue, anyone see the same thing in regular 1.13 or other 1.13 mods?
Zip your savegames Sukayo (hang on to them, someone may be able to do a proper analysis of the save games) and restart (don't bother reinstalling unless you absolutely have to). I'd suggest using the cheat codes at first to do a quick survey of the first few maps to make sure you don't waste time fighting only Sawed-off equipped troops.
In between my "homework" here I've been compiling a brief questionnaire for the beta testers:
1) Is the "Kitchen-sink" mod still in the spirit of Urban Chaos (yeah I know highly subjective)?
2) How's the folding stock system working out? Is anyone using it?
3) How is the the weapon balance handling?
4) How is item availability?
5) Please report all spelling and stats errors to me. I'm planning another revision in about two or three weeks?
6) Please report all re-spawn hostile civilian issues here for Judge to fix?
7) Any requests?
As I see things there are three categories of UC-1.13 Hybrid issues:
1) Errors in things implemented that can be fixed -> spelling mistakes, wrong weights, general mistakes on my part...
2) Stuff left unfinished, but there is technically nothing stopping it from being fixed -> Rude Dog's eyes, (Will Gates is sending me his fixed Ehili)
3) Thing currently limited by the engine -> The Bullet Train website, magazine fired RPG's, Bobby Ray shipping destinations still naming Alrucan cities
Recently Fixed (Sorry Testers some of these are save game breaking):
- I forgot to include the maps with Devin in them
- The multifunction TI scope is now actually multi-function (it actually works as a face item now and as a slightly better all conditions battle scope)
[Updated on: Wed, 21 February 2007 00:17] by Moderator Report message to a moderator
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Re: UC-1.13 Hybrid[message #130615]
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Fri, 23 February 2007 22:36
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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armored ghilie is nonsense
you'd have to have like -10 AP bonus if you were crawling around with ghilied heavy body armor
if you want 100 percent ghilie --> no body armor
keep your snioer proeteced at all times by spotter/ supporters
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Sergeant Major
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Re: UC-1.13 Hybrid[message #130621]
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Fri, 23 February 2007 23:03
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sah |
Messages:1
Registered:September 2006 Location: Poland |
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IRL, there are reasons why not everyone wears the ghillie suit. These reasons should probably be (partially) recreated in the game. 6 mercs with suits and body armor would be absurd.
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Civilian
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Re: UC-1.13 Hybrid[message #130639]
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Sat, 24 February 2007 00:59
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Scorpion, you're giving away the secret of the ghilie suite.
Spectra Helmet= 0
Spectra Leggings = -2 AP
Spectra Vest = -1 AP
Ghillie Hood = 0
Ghillie Suit Jacket = -2
Ghillie Suit Pants = -2
Total = -7 AP
I would have made it more but EOD needed to be worse off with -9 AP for the full suite. I could be wrong, but isn't the limit -10 AP.
Well as everyone has already seen the above here's the break down:
Yes in the current beta the Ghilie can be worn directly (for little to no armour effect) or it can be attached to armour taking up an attachment slot.
Now that I seem to have the xml editor working well enough to play with armour (still can't get the original attachments xmls to work, but I think I can salvage a big chunk of it, that or Madd Mugsy will hit me with some simple mistake I left in there...) its time I start deliberating on how to do it:
Right Now you are being penalized:
Armour / AimBonus / APBonus
BDU / -2 / 0
Boonie Hat / 0 / 0
Ceramic Plates / -2 / 0
Commando Pants / 0 -1
Commando Vest / -2 / -1
EOD helmet / -4 / -1
EOD pants / 0 / -4
EOD vest / -10 / -4
Flak Jacket / -1 / 0
Ghillie Hood / -1 / 0
Ghillie Suit Jacket / -1 / -2
Ghillie Suit Pants / 0 / -2
Guardian Vest / -3 / -1
Kevlar Helmet / -1 / 0
Kevlar Leggings / 0 / -1
Kevlar Vest / -2 / 0
Leather & Kevlar Jacket / -1 / 0
Leather Jacket / 0 /0
Longcoat / 0 / 0
Spectra Helmet / -1 / 0
Spectra Leggings / 0 / -2
Spectra Vest / -4 / -1
Steel Helmet / -1 / 0
Striker Helmet / -1 / 0
Striker Pants / 0 / 0
Striker Vest / -2 / 0
Need to figure out a way to balance things based on:
- protection
- coverage
- weight
- cost
- Camo
- load carrying
Just thinking out loud:
- Reference point of full Spectra/Dyneema + Ceramic Plate insert = 100% armour
- Full Commando or Striker > 100% (just as a nod to the original Urban Chaos plan)
- I'm going to add the graphics for Medical Commando Vest and Helmet; probably Squad Leader and Assistant Squad Leader too. Prime difference will be what cargo they can accommodate
- 1.13 load bearing is has same armour stats as base armour
- BDU protection needs to be lowered substantially
- Better distribution of AP and aim penalties to armour, give ceramic an AP penalty too
- Ghillie, ceramic, metal plate, and kneepads all attachable or direct to the merc
- Full Ghillie = 90% Forest Camo
- Full Striker = 60% Urban Camo
- Full Commando (Vest + Pants) = 20% of forest, 20% desert , 15% urban (all environment camo like that new camo pattern the US Army is deploying) Computer will claim 55% Camo, won't really work anywhere really well...
I won't have time to work on this till Thursday. So by all means tear into the ideas...
Edit: Good news everyone, Madd Mugsy did find that it was something really easy (and my fault) crashing in the xml editor.
[Updated on: Sat, 24 February 2007 01:14] by Moderator Report message to a moderator
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Re: UC-1.13 Hybrid[message #131881]
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Wed, 07 March 2007 01:30
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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@TBIRD: I'll fix that for the next beta
@Scorpion: I received your email. I'll post up here a quicker (and hopefully safer way) to install the mod.
@Ramirez: known issue, you cannot hire Biff or Ayana while the other is still available. It has something to do with Speck's, "hire one, why not hire the other speech." Wait until one or the other is busy, hire the other one (even if its not the one you want) and wait for the other to become available (if you didn't get the one you wanted). I usually hire Biff anyways to cover training duties (Danubia has a lot more maps where militia can be trained).
@Khor: so you are getting my emails. The most important thing about 722 is the big items folder. After dinner, I'll send you the one I use in the default "Data" directory (to prevent crashes). Actually now that I think about it, which .exe revision are you up to?
@Panpiper: I've received your email, a quick read through, and I think something is not right with your install. Still I'll double check the zip file I sent to make sure nothing is missing. Your experience and TBIRD's from last time around underscore our need for a reliable installation system.
[Updated on: Wed, 07 March 2007 01:31] by Moderator Report message to a moderator
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Re: UC-1.13 Hybrid[message #131891]
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Wed, 07 March 2007 02:57
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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@ Khor and a few others, I've sent the graphics. You should be able to get away with just the January '07 .exe.
@ tbird sorry about the misspelling (and the Caps); I honestly thought you wanted it in all caps (and didn't notice the misspelling till your last post)
Working draft of a quick and somewhat safe way to install the UC-1.13 Hybrid.
You need:
- A working 1.13 install (for arguments sake, lets say 725)
- Original Urban Chaos install files
- zip file containing the Beta UC-1.13 files
1) Unpack Urban Chaos files:
- a) create an easy to find folder named "UC Target"
- b) copy the ja2.exe file from the 1.13 install into the "UC Target" folder.
- c) launch the original Urban Chaos installer, and direct it to ja2.exe in the folder named "UC Target" and run. This will unpack all the original Urban Chaos files.
2) Preparing the "Data-UC" folder:
- a) inside the "UC Target" folder and you will find the "Data" folder. Rename this "Data" folder "Data-UC"
- b)
Copy from: "Data-1.13" to: "Data-UC" folders: "Tabledata," "Sounds," "Bigitems," "Interface"
Copy from: "Data-1.13\tilesets\" to: "Data-UC\tilesets" folder: "0"
Copy from: "Data-1.13\interface" to: "Data-UC\interface" file: infobox.sti
- c) Extract from the Beta UC-1.13 zip file the "Data-UC" folder into "UC Target" folder, overwriting the original.
- d) You now have a custom Data folder containing the full UC-1.13 hybrid. Move the "Data-UC" folder into the main 1.13 directory, alongside "Data" and "Data-1.13"
3)
Inside root folder for the JA2 1.13 install, Edit Ja2.ini and change the CUSTOM_DATA_LOCATION to CUSTOM_DATA_LOCATION = Data-UC
[Updated on: Wed, 07 March 2007 03:10] by Moderator Report message to a moderator
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Re: UC-1.13 Hybrid[message #132004]
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Thu, 08 March 2007 03:24
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Panpiper |
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Messages:41
Registered:February 2007 Location: Montreal, Canada |
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I recopied the files from the zip file you sent. This time I did not do a drag folder routine, I manually moved all files, directory by directory. Now things seem to be working properly. Rosebud, Carmen, hostile gang in the subway, etc. I head off to Calisto
When I attempt to go to Port Kip, to route back to Atremo, having realized that I omitted to bring wire cutters with me, I learn that the gang in I-14 first level (Troy) is not hostile. I never was very good at navigating those subways. I then remember that they turn hostile for odd reasons such as time of day...
Some of the map names are displaying Arulco names. Is there a list of known issues somewhere? Maybe this is my install problem popping up again.
Do you want to know about cosmetic oddities in the tiling, meaning how various sections of ground tiles very occasionally show random bits of other parts of the map? It doesn't seem to affect the functionality of the terrain, just the graphics. They usually pop up when I change targeting levels and then scroll the map. Truth is, now that I think about it, I believe I have seen these oddities when playing the straight 1.13 mod. Nothing to do with UC per-say. I am not even sure it isn't something to do with my hardware as opposed to the map and software. I am running XP pro x64 bit on a dual processor core. A large number of applications do not seem to work well on my system, including a distressingly large number of mod related softwares. This is probably not what you want to hear from a beta tester. Then again, maybe it is.
I had to chase down 'Frank' the bartender at 'Drassen Airport' in order to buy a drink from him and get his info. He was wandering around the parking lot.
I head down to D13, properly reading Callisto Mine? There are no hostiles. I talk to 'Fred' and the mine is mine. The previous times I have played UC I always entered likely hostile zones during the night, so I am not sure this isn't something similar to the gang hostility being related to day/night time. At one point my main 'search everything' character got boxed into a room by one of the non-hostiles who refused to move. I strat moved to get out. Herve doesn't sell drinks?
So having conquered the three original 'Drassen' city squares, I decided to train some militia to hold the vital airport and first mine, before I started having too much territory to cover. Having gotten my militia to regular (could not yet afford to get them to veteran) I went to tactical in the airport to pick up a delivery from BR. Lo, the previously benign residents opened fire on my militia. They didn't last long, my militia doing most of the work. I guess I should stick to my original tactic of going in at night, when they are all hostile. I prefer to do the heavy hitting myself.
Then having promptly forgotten that my other militia occupied sectors are likely not cleared, I had a couple of wimpy MERC mercs walk out of a subway in C13. Thank god for my regular militia who again made largely short work, though my MERC mercs had to do a bit of fishing. It was actually rather fun trying to bait the enemy with my wimpy mercs so they could go screaming to the militia. I suppose I shall now have to clear the mine sector while it is occupied by my own militia.
I have had one CTD during a combat, but such is occasionally normal for me when running 1.13, so I doubt it is to do with this mod. More in Email tomorrow (assuming I can blow off work enough to play).
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Corporal
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Re: UC-1.13 Hybrid[message #132039]
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Thu, 08 March 2007 18:40
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Panpiper |
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Messages:41
Registered:February 2007 Location: Montreal, Canada |
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I am not at all sure if this is a UC1.13 mod related bug, but it's definitely a problem.
I had foolishly forgotten about the queen's attempt to take back D13. (Old age comes early.) I anticipated a huge fight as I saw maximum hostile groups coalescing around D13. In previous 1.13 games, these forces attacked simultaneously, a single battle in which well over a hundred enemy would descend. I was a bit surprised to find myself hunting down the last few stragglers after only 25 came on map. Rather than wait for the rest, I figured I would take the battle to them and headed south to the city square beneath. I left Ayana behind training. 25 enemy dead later, I notice that D13 is showing itself to be a combat zone and Ayana is in there. Ok, no problem, I'll go back.
Problem. I strat move my combat squad north to D13. The game opens up the deployment window to have me choose the entry point. Placing my entering combat squad's deployment is no problem. The problem is Ayana. The game requires me to choose her entry point but will not allow me to place her. There is no escape from this screen other than control/alt/delete.
The work around I used to get past this was to order the strat move, and advance four minutes, one minute before arrival. Then go to Ayana and enter the tactical map. Sure enough, within seconds her reinforcements arrived on map. The problem I now face is that my combat team left their wire cutters on the ground while waiting for the previous mega fight that didn't happen (filling up with ammo, etc.). They entered into a section of the map that is hemmed in with fences. I now have to have Ayana find those wire cutters and make it to her reinforcements alone, in what could turn out to be a very hostile map. This could get VERY interesting.
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Corporal
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Re: UC-1.13 Hybrid[message #132058]
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Fri, 09 March 2007 00:53
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Trevor |
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Messages:16
Registered:March 2007 Location: France |
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Hi guy, where i can pick the 725 1.13 install ? i still have the 687, and what about "zip file containing the Beta UC-1.13 files", Huuuuummmm!!!!! I did play to UC with the 1.13 mod but it's full of bug. In my last party i was playing in insane it was realy hard but 687 RELEASE deblok uc pnj and supprim olds, the ones in the mines!!! so i can't right now
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Private
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Re: UC-1.13 Hybrid[message #132059]
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Fri, 09 March 2007 00:56
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Trevor |
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Messages:16
Registered:March 2007 Location: France |
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Excuse i don't present myself, Fred, 29 years old. I've played JA since 1999. I love that game!!! Thanks to Kaiden, Madd Mugsy and their team to give us a splandid 1.13 mod!
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Private
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Re: UC-1.13 Hybrid[message #132139]
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Sat, 10 March 2007 00:50
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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@Ramirez:
- you shouldn't need the patches and hotfixes. Quickfix2 - is a prof.dat -> 1.13 has superseded these with the 8 prof.dat's for each game type
Latest.fixed.prof -> same as above
and the tweaked maps are not necessary either
- Before trying another install, go into your ja2.ini of your last attempt (if you still have it), edit CUSTOM_DATA_LOCATION back to the Data-1.13 and see if normal 1.13 gives you any problems with starting and saving.
- Try the install technique I listed on 6 March 2007, or ShadoWarrior's instructions (I think they're on page 4), at the very least it will prevent you from having to do a full install of Urban Chaos just to get its Data folder.
@Panpiper:
- sounds like you made a fast dash to Calisto. The local Police should become hostile by day two, if not earlier
- I usually go after the gun runners myself (almost cheating, but stealing from the gunrunners is a quick way to get spectra, carbines and sniper rifles, no scopes though due to the 1.13 fix that is preventing map defined attachments)
- If I remember correctly, someone has already brought up the subject of enemy retreating into occupied sectors causing what happened to Ayana there. Not sure if it is in bugs or feature requests, but definitely it is a shared problem...
- ... as are the graphical glitches.
- you at least found Frank, a beta test ago, he was missing for a week (thought I had accidentally deleted him from a map or from the prof.dat's) must of been wandering the airport for all that time
- We still need to have the special map names externalized. (Would love to rename it Calisto Plant, or Factory, or Facility.)
@Fred - if after hearing about all the problems the testers are facing you still want in (on the beta trials) send me an email using the forum messaging thing above.
[Updated on: Sat, 10 March 2007 00:55] by Moderator Report message to a moderator
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Re: UC-1.13 Hybrid[message #132157]
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Sat, 10 March 2007 06:47
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Panpiper |
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Messages:41
Registered:February 2007 Location: Montreal, Canada |
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I encountered a save game that will not load. It freezes in mid load. Control/alt/delete is the only recourse. I have long ago learned the habit of staggering saves, so it was no great inconvenience. The was nothing unusual about the situation. I was simply blowing away bad guys. I kept it if it might do any good.
Another bug, this one might be a tad serious; If I auto deploy militia in Calisto, the quantity of militia that would get auto deployed into a single square is lost. So for instance if I have all six squares filled with twenty militia each for a total of 120 militia, if I auto deploy, I will suddenly find myself with 100 spread amongst the six squares. (Leave aside the question of why I would autodeploy if already full, I am after all a beta tester.) Militia is also lost if autodeployed with a less than full compliment. If one has a mix of veteran, regular and green militia, they will be lost in equal number. I do not know if the problem occurs in other cities. I will test that when I get to that 'later'.
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Corporal
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Re: UC-1.13 Hybrid[message #132197]
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Sat, 10 March 2007 17:59
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TrailBlazer |
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Messages:511
Registered:September 2001 Location: Athens, Greece |
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Hello guys,
Been checking in every now and then, and i have noticed both the 1.13 work and the UC hybrid, but since i'm actually playing UC now, i'm quite interested in trying it out. Some of the additions that i remember reading are awesome. However i dont beliece i have the time to devote on modding/coding JA again at present.
Is there any chance to get a short review on the hybrid? Any big bugs preventing game completion, stuff inmplemented, stuff unimplemented, if anything from UC was not converted etc. Savegames from UC should be incompatible i guess.
(And by the way, since i was the one that made the laptop changes in UC, and those were hardcoded and done with assembly, is the hybrid's laptop/help system changed as well? Shouldn't be too hard with the source code; some color changes on buttons, a for() change in UBT site to change the buttons and the rest is .sti and text as far as i remember)
(Yeah, bit lazy to read 24 pages )
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First Sergeant
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