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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #303747] Sun, 22 April 2012 05:09 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
VeeDotJA2
After installing UC v3.65 over my UC r4870/v3.61 install my savegames broke with something like MAX_NUMBER_PLAYER_MERCS/ MAX_NUMBER_PLAYER_VEHICLES 27, expected 26. I didn't change the original .ini at all (playing default to help bug hunt).

I changed MAX_NUMBER_PLAYER_MERCS to 25 (from 24) in the .ini editor and the savegames loaded again. I figure that now the .ini allows max mercs + max vehicles = 27, everything is cool again. Did 3.65 change the .ini file from stock 3.61?


Yes, the INI was rebuilt for Rev.5207, but I forgot there were three vehicles in Urban Chaos-1.13. Sorry, my bad. Here is a reupload with slight change.

Urban Chaos-1.13 v3.65.1 20120421
- Fixes MAX_NUMBER_PLAYER_VEHICLES = 3, was 2
- Not really a change, but it has been tested up to SCI Rev.5216


EDIT: more on the Rev.5207/5216 issues:

1) I cannot seem to replicate the disappearing item bug with the stock v1.13 Data-1.13 mod. Best option right now is to travel light, use the Utility Crates and vehicles for storage, and to find a sector where you don't need to go tactical. I can make entire sector inventories disappear consistently by going from strategic to tactical in some maps. Oddly, if I move directly from tactical to tactical things do not go missing. Cannot seem to replicate this under stock game.

2) Clean install of Rev.5216 and the game will CTD on using the UDB General and Advance Tabs for anything except guns it seems. This is with stock data, not the mod. I understand this isn't happening to everyone. I tried different screen resolutions, as well as full screened and windowed modes, all CTD on using those two tabs on anything other than a gun.

[Updated on: Sun, 22 April 2012 07:04] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #303822] Tue, 24 April 2012 00:39 Go to previous messageGo to next message
veedotja2 is currently offline veedotja2

 
Messages:85
Registered:April 2012
Location: New York
wil473
VeeDotJA2
After installing UC v3.65 over my UC r4870/v3.61 install my savegames broke with something like MAX_NUMBER_PLAYER_MERCS/ MAX_NUMBER_PLAYER_VEHICLES 27, expected 26. I didn't change the original .ini at all (playing default to help bug hunt).

I changed MAX_NUMBER_PLAYER_MERCS to 25 (from 24) in the .ini editor and the savegames loaded again. I figure that now the .ini allows max mercs + max vehicles = 27, everything is cool again. Did 3.65 change the .ini file from stock 3.61?


Yes, the INI was rebuilt for Rev.5207, but I forgot there were three vehicles in Urban Chaos-1.13. Sorry, my bad. Here is a reupload with slight change.

Urban Chaos-1.13 v3.65.1 20120421
- Fixes MAX_NUMBER_PLAYER_VEHICLES = 3, was 2
- Not really a change, but it has been tested up to SCI Rev.5216


Easy just to change the .ini back to 24 mercs and 3 vehicles. Savegames work fine like this. The total if mercs and vehicles just has to match it seems. Weird.
By the way, you guys are flying through version numbers! I'm furiously working through the rev4870 campaign so I can finish before the revision numbers become obscenely high!

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Corporal 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #303830] Tue, 24 April 2012 07:22 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
No real reason to rush. Rev.4870 is still perfectly fine for UC-1.13.

Rev.4915 only gives you the Encyclopedia as a totally new feature. The vehicle externalization only sidesteps the respawning vehicle bug, and the player can easily avoid that one by not being greedy and trying to have a Jeep for each merc (it will crash the game the moment you try to get a second one).

Rev.5207/5216, same as Rev 4915 plus HAM5 features: transforming items, fragmentation, inventory stuff (that I suspect is related to the disappearing items bug).

Now if I had time, I would have produced an ADCAP (ADvance CAPabilities) version of UC-1.13 to implement some of the quicker to do new features in 5207/5216:

- under barrel shotgun
- convert the UC Claymore mines to well... Claymore Mines

But unfourtunatly time prevents me from implemented these two until summer, when I'm probably going to do some major renovations

- Implementation of more sizes = Sizes rework = reworking pockets and LBE
- New mercs (can they be in-map RPC's so I don't need to rework the AIM Alumni?)
- overheating weapons = reworking/moderating the AR-15 (lack of) robustness scheme in favour of them overheating much faster
- ammunition stuff (big list)
- new graphics archives (P4-9)

[Updated on: Tue, 24 April 2012 07:24] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304069] Mon, 30 April 2012 13:07 Go to previous messageGo to next message
fallschirmjager is currently offline fallschirmjager

 
Messages:42
Registered:June 2005
Location: Darwin, Australia
I've been playing UC v1.13 for a few weeks now after my normal version kept crapping out it's been my first real foray in the v1.13 world and I have to say I love it.


For a bit of a change from the endless hordes my teams face in UC, I decided to try a vanilla v1.13 playthrough when I had a good look at the weapons after the first fight.

There doesn't seem to be as much modularity on the weapons as in UC? Or is this a setting I've missed?

And I realize this will be in the wrong section but maybe it was a setting I chose for UC I was unaware of. Any help would be greatly appreciate,

Cheers,

fall

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Corporal
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304076] Mon, 30 April 2012 13:46 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3647
Registered:July 2009
Modularity is a direct result of how many attachments and attachments that add attachments there are - which is 'very few' for 1.13 and 'a metric f**kton' for UC/AFS.

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Captain

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304077] Mon, 30 April 2012 14:29 Go to previous messageGo to next message
fallschirmjager is currently offline fallschirmjager

 
Messages:42
Registered:June 2005
Location: Darwin, Australia
Oh that's the AFS features. Damn so obvious now.

But I do love me some tacticool Kalishnikovs. XD

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Corporal
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304136] Tue, 01 May 2012 19:08 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Ok, I've fixed the issue with detonators working under v1.13 Rev.5xxx. I've also added tags to most of the other attachments so that in theory (ie. not tested) the Scope Mode feature under Rev.5xxx should work as well. The actual files were modified in NotePad++ so it should retain the legacy Ammo Crate tag for backwards compatibility, still please do not download this patch unless you are actually testing the mod under one of the SVN Single Click Installers.

UC-1.13 v3.65.2 20120501 SVN-SCI Patch Only apply this patch if you are using one of the SVN Single Click Installers (Rev.5xxx).

[Updated on: Tue, 01 May 2012 19:09] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304146] Tue, 01 May 2012 21:39 Go to previous messageGo to next message
Gambigobilla

 
Messages:692
Registered:July 2008
That's something i was waiting for. And i have a question: What's the deal with Vlad and jars of human blood? Is there a quest tied to him or is it okay if i flay his skin and make shish kebab? This guy irritates me.

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First Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304172] Wed, 02 May 2012 12:56 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:438
Registered:April 2010
Location: Russia,Sevastopol

I have a bug with UC.I using last Uc hybrid over 5224 Tais SCi.Almost all work well.But i have a bug with 7th male IMP.How i understand that imp has a really low quanity of voice files,and he have no a health bar over char(he have only ??? symbols and health status like npc).In version without Uc with arsp project and version 5027 the 7th male imp have a much more voice set and don't had troubles with health and name bar over char on tactical map.

Ps.7th male voice in Uc very familiar and how i understand fully used by another character in Uc(from M.E.R.C Morgan).Is this trouble in that?

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304303] Fri, 04 May 2012 16:14 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1408
Registered:July 2006
Location: People riding polar bears...
3.65's (expert) early game is getting real mean. Took A10 with great frustration since (machine) pistols barely seem to hit anything anymore. Even when you're 2 tiles away. Did most of my killing with knives and brute force. I enter the police station and 10+ enemies attack the sector. No time or room to move and I get squashed.

I could of course go find an arms dealer and stock up on some goodies but (relatively) new players won't even know those are around. Fiddling with the balance a bit too much, wil? Wink
I'll give it another shot later today. Maybe turn down the garrison setting. Think I have it at 150 now.

Oh yeah, I'm on the 5224 dev build. No IIS. Maybe that's causing problems?

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304306] Fri, 04 May 2012 16:26 Go to previous messageGo to next message
Logisteric

 
Messages:3197
Registered:December 2008
Location: B
Parkan
Ps.7th male voice in Uc very familiar and how i understand fully used by another character in Uc(from M.E.R.C Morgan).Is this trouble in that?


no - why should it

as long as that 7th imp uses another slot (and thus a second but differently named set of the same files) you won't get any ctd - you may find it annoying, though

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Captain
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304328] Fri, 04 May 2012 19:54 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
I think the 7th voice was used for Morgan (M.E.R.C.)

Yes, I may have gone too far in neutering the pistols/machine-pistols. The handling adjustment last patch may have been an over correction, especially as I was talking mostly about getting the number of NCTH Aiming Levels up to reflect the difficulty in aiming small weapons. So here is the:
Quick adjustment down of pistol and machine-pistol NCTH handling penalty by one

Now nobody else has commented on the NCTH pistol balance. Is everyone else downloading v3.65 running OCTH?

NCTH Questions:
Are pistols still dominating the medium range?
- both v3.65 as it was released and with the above quick patch
Are Reflex Sights overpowered again now that they reduce NCTH aiming levels again?

[Updated on: Fri, 04 May 2012 19:56] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304356] Sat, 05 May 2012 04:08 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1408
Registered:July 2006
Location: People riding polar bears...
I have to ask, is 4.x getting a major NCTH overhaul? The current system seems to rely on attachments just way too much. I'm not asking for a realism simulator. Just something that makes more sense. Missing shouldn't be this frustrating, I think.
Gonna try a Drop All game and see how that feels.

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304383] Sat, 05 May 2012 15:27 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:438
Registered:April 2010
Location: Russia,Sevastopol

To Logisteric:How i said before Morgan in Uc has a lot more voiced text than 7th male imp.In build version 5017(i played with ARSp project+WF map+Iov)7th male IMp has 100% voice set of Morgan from Uc.Now in Uc 7 th imp has such troubels(low quanity of voiced files and ??? symbols in name and have health bar like npc).It is not big trouble for me i can understand that.But i really intresting it will be fixed in near time or not?

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304384] Sat, 05 May 2012 15:40 Go to previous messageGo to next message
Logisteric

 
Messages:3197
Registered:December 2008
Location: B
the 7th imp is not morgan from uc but (originally) the 4th male imp from ub - if you want to fix it just do it

1. get the proper files from a source of your choice (ub or uc)
2. copy them to a couple of new folders (with the right hirarchy)
3. rename them with bulkrename utility (or by hand if you like)
4. copy them back to the folders ingame
5. test it
6. zip your workin folder
7. up it
8. receive the praise


btw:

0. stop asking for someone else to do it as it is really easy



you probably may want to use programms like an etd-editor to get the subtitles corrected or if the ub-4th has the right etd.s and files (i don't know that) just rename his etd to the proper slot


it should be about two hours of work (for someone new to it) and it'll give you a first taste of modding

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Captain
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304418] Sat, 05 May 2012 23:05 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Slax
I have to ask, is 4.x getting a major NCTH overhaul? The current system seems to rely on attachments just way too much. I'm not asking for a realism simulator. Just something that makes more sense. Missing shouldn't be this frustrating, I think.
Gonna try a Drop All game and see how that feels.


No current v4.xx plans do not include major reconstruction of NCTH stats. Not that there won't be any big tweaks to NCTH pre-v4.xx.

As far as research before this post - I setup two test saves one OCTH one NCTH, with same merc, Sidney, Stechkin APS with no attachments, and targets at 5 and 10 tiles. v1.13 Rev.5224/UC-1.13 v3.65.2

OCTH: able to max out aim quite easily on the 10 tile target, and achieve 100% hits per aimed shot

NCTH: max NCTH AIM, seemed to miss the 10 tile target 3/4 to 4/5 the time

NCTH, modified Weapons.XML - pistols/MP -1 handling penalty: no noticeable change

NCTH, modified Weapons.XML - pistols/MP -1 handling penalty, +10 all NCTH Accuracy values (this reverses one of the first things I did with NCTH): seemed to hit more

Under OCTH, I'd say it is too easy to land a shot on target. Under NCTH, it is too hard/random. Now I've been corrected on this once already, but HAM5 was doing something to the distribution of shots within the aiming reticle. Either there was too much bias towards the centre or too little, I don't quite remember.


Another option would be to go against Headrock's advise and narrow the maximum angle that a round may miss. Months ago I wanted to use a DEGREES_MAXIMUM_APERTURE = 10, but was warned that it would make hitting things too easy. Ended up simply not having a custom CTHConstants.INI, so the stock values (higher than 10) are in effect now.

[Updated on: Sat, 05 May 2012 23:07] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304426] Sun, 06 May 2012 01:08 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
Will are the AR15 sights meant to weigh in at 2.6kg and not fit on a RIS slot?

I'm assuming they are meant to be similar to the SIG or tactical iron sights and not a conversion between fixed and detachable carrying handles?

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Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304429] Sun, 06 May 2012 02:01 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Tango
Will are the AR15 sights meant to weigh in at 2.6kg and not fit on a RIS slot?

I'm assuming they are meant to be similar to the SIG or tactical iron sights and not a conversion between fixed and detachable carrying handles?


No, sorry, my mistake forgot where the decimal place was with HG's... I may have been a bit sloppy with what guns it attaches too, which guns is it not fitting to? Kept changing my mind as to whether it was a Flat Top AR-15 attachment or a generic Optics RIS attachment.

[Updated on: Sun, 06 May 2012 02:03] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304436] Sun, 06 May 2012 04:20 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1408
Registered:July 2006
Location: People riding polar bears...
Quote:
Another option would be to go against Headrock's advise and narrow the maximum angle that a round may miss.

That's some bad advice. Seems like a completely functional and effective idea. I mean really. A merc with a marksmanship and strength of 90 should be able to land a rifle shot, no problem. At say 10-15 tiles or so. No scope, no nothing. Unless they sneeze, I guess.

Right now things go so wild it's almost funny. Always comes back to mind boggling frustration instead.
Auto fire is quite ridiculous too, I'm sad to say.

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304474] Sun, 06 May 2012 18:54 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
I'm not going to release a patch for this but, I did a quick run of my NCTH pistols test save with the following modifications to CTHConstants.INI (copied from Data-1.13 to Data-UC113).

NORMAL_SHOOTING_DISTANCE = 100 (was 70, which the way I read it means you start seeing big NCTH penalties at 7 tiles)

BASE_MARKS = 2.0 (was 1, gives more weight to marksmanship on that initial pointing of weapon)

MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.5 (was 1.1, someone mentioned this makes the AI more likely to take shots at you)

MAX_EFFECTIVE_RANGE_REDUCTION = 0.75 (was 0.5, this should make range more important to your ability to hit things)

Observations, I seemed to be hitting the 10 tile target about 2/3's of the time. I'm going to see what else can be done in the INI. Also I need to see if I've accidentally made scopes even more powerful.

I am also considering increasing the SCOPE_RANGE_MULTIPLIER to make scopes less effective. Means I need to setup a test game for ranged shots.

EDIT: by the way Slax, please pass on to the youtube community that, Tex is not bugged, he just doesn't have any (old) city sector related speech/text for Urban Chaos. I'd comment myself on the youtube post, but I'm wanting to let BoxMacLeod play the game without interference from myself, he seems to have uncovered quite a few issues that only a fresh experience with the game can find. I've even fixed a few of them in the recent patches (UBT maps and NE facing rooms being easily missed).

[Updated on: Sun, 06 May 2012 19:03] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304482] Mon, 07 May 2012 01:50 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1408
Registered:July 2006
Location: People riding polar bears...
Good info. Been wondering about CTHConstants for quite some time. Might try fiddling with some things myself now.

BLERP: BoxMacLeod has been informed.
Hope you won't forget about giving the new .22 stuff some proper audio. Hearing vanilla sound effects was a treat but they don't really fit in anymore, methinks.

Here's a save I use for testing. http://dl.dropbox.com/u/25147232/QuickSave.sav (5224, 3.65.2)
And Ja2_Options, just in case. http://dl.dropbox.com/u/25147232/Ja2_Options.INI

Everything's still REALLY wonky. Very random.

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304483] Mon, 07 May 2012 04:05 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Randomness is a "feature" of NCTH. Unless you're in a situation where the random area where the shot will land is smaller than the targeted body part, there is always a chance of missing. That said, the following do seem to ease the odds of landing a shot on target (the rings get smaller):

NORMAL_SHOOTING_DISTANCE = 150 (15 tiles)
DEGREES_MAXIMUM_APERTURE = 10
RANGE_COEFFICIENT = 1.0 (was 1.1 so this was reduced for balance/make range a consideration)
SCOPE_RANGE_MULTIPLIER = 0.9 Backwards of what I was expecting earlier, by increasing NORMAL_SHOOTING_DISTANCE 4x scope was made even worse as the penalty at 20 tiles gave the iron sights a better aperture. 0.5 however turned NCTH into OCTH - the in-range penalty seemed to be totally overwhelmed.
BASE_MARKS = 2.0 (Thought marksmanship should do more for initially bringing weapon on target)
AIM_EXP = 2.0 (Thought experience should do more when aiming)
AIM_DEX = 2.0 (Thought dexterity should do more when aiming)
MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.5 (Someone said this makes the AI more likely to take a shot.)
MAX_EFFECTIVE_RANGE_REDUCTION = 0.75 (Was 0.5, being out of range now allowed a worse penalty.)

EDIT: also found that the ACOG 4x is doing strange things under NCTH. Probably made the stats too complicated, occurring under both Scope Modes On (v3.65.2 only) and Off.

[Updated on: Mon, 07 May 2012 04:08] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304497] Tue, 08 May 2012 14:40 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1408
Registered:July 2006
Location: People riding polar bears...
An example of bad randomness. Meltdown's prone with her VSk-94. Bipod and x4 scope attached. Target's at the scope's maximum range. Perfect! Max aim, she shoots. The round travels 8-10 tiles and hits the ground. D'oh!

Good of you to stick with me on this, wil. Much appreciated.

(Trying to balance NCTH really is a difficult task it seems. So much to keep in mind. Think I've found a working platform for the base stuff now but the recoil still needs a bunch of work.)

[Updated on: Tue, 08 May 2012 15:41] by Moderator

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304506] Tue, 08 May 2012 19:16 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Now that's something that I can easily setup a test for - even have a theory as to what is happening. What do you have NORMAL_SHOOTING_DISTANCE set to? I'm thinking that the optimum range for the scope is beyond the maximum range of the weapon.

Guessing that NCTH has no way of knowing that a miss "should" hit the ground further out for long range targets so that at least it looks like a decent miss.

EDIT: I also better check the PSO-1 scope, it may be affected by the same odd stats that have the ACOG 4x performing worse under NCTH than the basic 4x Battle Scope.

[Updated on: Tue, 08 May 2012 19:17] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304507] Tue, 08 May 2012 19:30 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1408
Registered:July 2006
Location: People riding polar bears...
NORMAL_SHOOTING_DISTANCE = 150
Not sure if it has any real impact though.

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304543] Wed, 09 May 2012 20:48 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Good News with JA2 v1.13 v5262:
- the disappearing items bug could not be replicated with stock v1.13 game in N3
- I could not make items disappear in UC-1.13 by doing the same things that I found earlier

Bad News with JA2 v1.13 v5262:
- does not appear to be save game compatible with earlier SVN SCI save games


Due to needing a new series of test games, I decided to try Meltdown/VSk-94/bipod/default 4x PSO-1. I'm finding:
- 4x is out of this particular gun's 30 tile range
- on its own, cannot reliably see targets much beyond 3x
- 37 tile range ACR with 4x Battle Scope more effective than VSK-94 in hitting 32 tile target
(Can it be, range effects made more pronounced/useful in NCTH?)

Specs:
target = 32 tiles
Meltdown prone
NORMAL_SHOOTING_DISTANCE = 150
DEGREES_MAXIMUM_APERTURE = 10
SCOPE_RANGE_MULTIPLIER = 0.7
MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.5
MAX_EFFECTIVE_RANGE_REDUCTION = 0.75
all other CTHConstants.INI stock Data-1.13 (decided to start again due to ACOG weirdness)

[Updated on: Wed, 09 May 2012 20:48] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304544] Wed, 09 May 2012 21:27 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1408
Registered:July 2006
Location: People riding polar bears...
As I see it, the VSK-94 is a clear (if specialized) sniper rifle, so the full EFFECTIVE range is about 40 tiles. Snipers should be able to handle the trajectory deviation, right? It's a fairly useless weapon right now and I don't know what causes it, other than the high draw and fire costs. You just can't hit anything with it without some major luck. Miss and you're a sitting duck. The PSO-1 almost works as a penalty.

I've seen some gravity and bullet drop settings in the CTH ini. Could be of some use once aiming and marksmanship is more reliable.

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304554] Thu, 10 May 2012 09:36 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Raising the VSK-94's range to 400 didn't do much.

On the other hand, lowering NORMAL_SHOOTING_DISTANCE = 130 and SCOPE_RANGE_MULTIPLIER = 0.6 did result in a noticeable decrease in the size of the crosshair. Still a chance of missing at 32 tiles.

As not many pistols have a range beyond 13 tiles, NORMAL_SHOOTING_DISTANCE = 130 sounds like a good enough compromise as any.

That is unless someone want code it so that the Magnification Factor is halved in the games calculations. ie. you see a 4x scope in UDB and elsewhere in-game, but the game treats it as a 2x scope internally.

EDIT: add this one to the mismatch of scales used in-game.

[Updated on: Thu, 10 May 2012 09:38] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304558] Thu, 10 May 2012 11:06 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1408
Registered:July 2006
Location: People riding polar bears...
I noticed that my muzzle stability rarely (hit 66 with a tricked out SVD) went over 60/100. 3-6 tiles away. The reticle goes tiny and green but misses still occur frequently. Maybe some mismatch with stat calculation? Seems serious.

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304570] Thu, 10 May 2012 18:23 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
New set of NCTH trials, this time with Igor (88 Mrk/78 Dex), Sidney (84 Mrk/87 Dex), and Meltdown (71 Mrk/84 Dex). All are aimed at torso of target.

Specs:
Stechkin APS (100%)
standing targets at 10 tiles
NORMAL_SHOOTING_DISTANCE = 130
DEGREES_MAXIMUM_APERTURE = 10
SCOPE_RANGE_MULTIPLIER = 0.6
MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.5
MAX_EFFECTIVE_RANGE_REDUCTION = 0.75
all other CTHConstants.INI stock Data-1.13

Full Aim, Muzzle stability (out of 100):
Sidney 72
Meltdown 60
Igor 66

Notes: One gun each, Sidney has the advantage of the Gunslinger trait (equals three fully aimed shots per turn), Meltdown however has Ambidextrous (equals two fully aimed shots but four bullets flying). Under NCTH, more bullets flying should mean more hits overall, but I am not going to do a thousand repeated trials to produce proper statistics.


Same mercs as above, VSK-94, M4A1, HK 416 D20RS, and AK-105, all equipped with the 4x Dual Mode. VSK-94 also has bipod.

VSK-94 while Prone (4x/CQB) 20 tile target
Sidney 60 / 84
Meltdown 50 / 80
Igor 60 / 84

VSK-94 while Prone (4x/CQB) 29 tile target
Sidney 66 / 42
Meltdown 60 / 40
Igor 66 / 42

***

HK416 20" barrel while crouched (4x/CQB) 20 tile target
Sidney 78 / 84
Meltdown 80 / 80
Igor 78 / 84


HK416 20" barrel while crouched (4x/CQB) 29 tile target
Sidney 84 / 42
Meltdown 80 / 40
Igor 84 / 36

In context, this is more or less what my understanding of NCTH promises to deliver. Meltdown is a worse shot than Sidney or Igor. 4x scope is not optimized for 20 tiles of range, while the CQB mode (1.5x plus a bunch of bonus to base) is. HK416 is also a more accurate gun than the VSK-94, despite the bump up of the latter's range to 40 tiles in the test XML's.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304696] Tue, 15 May 2012 02:26 Go to previous messageGo to next message
Sweeper is currently offline Sweeper

 
Messages:99
Registered:March 2002
Location: Namsos, Tr
Hmmm with the later builds past the 4870 it seems like UC is borked to hell and back if you want to fire up the XML editor.
It asks for a TON of files that are present in 1.13 but not UC or your variation of it Sad
I tried to see if I could please the editor by making a patch job by adding missing files to it, but it just gives up with an error regardless.

Any known fixes for this? And if so, please get in your documentation.

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Corporal 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304697] Tue, 15 May 2012 02:57 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Yeah I know, that's why I download the latest version of the SVN SCI just to keep up with the XML changes in development work for v4.xx (aside from patching together the XML's, progress so far: I've created a scary looking spreadsheet so I know where I'm moving everything). v3.65 "officially" is meant for the Stable Rev.4870, everything else is use at your own risk.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304832] Wed, 16 May 2012 19:07 Go to previous messageGo to next message
Sweeper is currently offline Sweeper

 
Messages:99
Registered:March 2002
Location: Namsos, Tr
Well some manual editing of the XMLs I got the main points that I dislike about your mod ironed out (The joy of JA2 is that you can make it suit your preferences.)
However, is it possible that for the future releases of the UC / AFS mod that you can include optional XML files that comes with a bigger weapons selection for the enemies?
The end game is just too boring with 80% Sniper rifles and 20% AK-9s.
While they are great guns, I would like to see a little more variety, even if that means dragging in more western weaponry such as G3's and what not.

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Corporal 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304840] Wed, 16 May 2012 19:27 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
AFS has that silly "v1.13" style vendor sub-mod. This however is not how I plan on fixing the problem of gun diversity in UC-1.13.

The large amount of .22 weapons added in recent versions will allow me to push back weapons in coolness (both enemy gun choice and merchant availability). On the other end, I've already reserved item indexes for the AK-12 series, yeah I'm blaming the addition of yet another AK, this time a AK/SCAR cross, on balance...

Additionally the original story-line does account for the presence of CAR-15's, M4's, L85's, M21 and due to an inconsistency in a certain merchants speech vs original UC release, the FN F2000.

[Updated on: Wed, 16 May 2012 19:36] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #304856] Wed, 16 May 2012 21:13 Go to previous messageGo to next message
Sweeper is currently offline Sweeper

 
Messages:99
Registered:March 2002
Location: Namsos, Tr
Well even if the enemies came with "Old school" AK-47's and AK-74's in the end game that would be fine as well, just to mix it up a bit.
In regular 1.13 you could get every gun on the field and not just soviet style weaponry, while I appreciate the default option being canon with soviet weapons, I would like a separate file that I could replace to get like a 1.13 behaviour with a nice mix of weapons from different nationalities, even though wondering where they got that Valmet rifle from may be a little headache if you think too much about it.

Also there are some speech bugs in UC, especially related to RudeDog and his "sector" background information.
He says something completely dififerent but you get the subtitles from 1.13 which I suspect is Dimitri.

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Corporal 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #305026] Mon, 21 May 2012 02:14 Go to previous messageGo to next message
Headhunter is currently offline Headhunter

 
Messages:263
Registered:November 2009
Location: Sweden
I just installed UC-1.13 (3.65) and it works, but the XML editor only has the original 1.13 items. How do I solve this?

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #305036] Mon, 21 May 2012 13:17 Go to previous messageGo to next message
Sweeper is currently offline Sweeper

 
Messages:99
Registered:March 2002
Location: Namsos, Tr
You have to edit the settings for the XML editor to make it load the Data-UC113 folder rather than vanilla 1.13.
However, when you have done that, you will run into another issue, the editor for the 4870 build will spew out errors, so you have to copy a few files from the UC folder into the 1.13 folder to make it all work.

If you got a newer SVN build of JA2, you best forget about the XML editor all together because of missing files.

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Corporal 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #305037] Mon, 21 May 2012 13:19 Go to previous messageGo to next message
Sam Hotte

 
Messages:1963
Registered:March 2009
Location: Middle of Germany
As explained by wil in the announcement (http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=287414#Post287414):
Quote:
Remember to set in XMLEditorInit.ini, the to: Data-UC113


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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #305038] Mon, 21 May 2012 13:31 Go to previous messageGo to next message
Headhunter is currently offline Headhunter

 
Messages:263
Registered:November 2009
Location: Sweden
Damnit, I really should open my eyes more when I'm looking for stuff... :/

Thanks guys.



Edit: After doing all that I'm getting the "Object reference not set to an instance of an object"-error. Using v4870 and 3.65.

[Updated on: Mon, 21 May 2012 13:55] by Moderator

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #305045] Mon, 21 May 2012 16:46 Go to previous messageGo to previous message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Modding the Mod: Urban Chaos-1.13

[Updated on: Mon, 21 May 2012 16:46] by Moderator

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Lieutenant

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