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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #259827] Thu, 19 August 2010 07:45 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
The Magpul PDW's are missing their default inseparable sound/flash moderator due to Map Editor limitations. The existing Map Editors can only handle one default attachment. A work around would be to setup some kind of merger to cause the inseparable default attachments to appear. This is something that the last few versions of NAS can do, and is already setup with items with the the folding stock system (as long as the stock item is present).

So far off the top of my head the affected multiple default inseparable attachment items are:
- All Magpul PDW's
- All Russian suppressed sniper rifles
- Colt Canada C7CT

Tommorow I'll setup an a temporary fix where merging a toolbox into those items will create that item again, hopefully with the same stats.

The items needed for the Motolov cocktail are Alcohol and a Rag, both available in large quantities from the bartenders of Calisto (well two of them).

EDIT: you will need to apply the patch uploaded earlier tonight before the merger of alcohol and rag will work.

[Updated on: Thu, 19 August 2010 08:01] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #259853] Thu, 19 August 2010 15:10 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
The game keeps throwing me back to desktop while clearing calisto. I'm not quite sure what triggers the action, but it always seems to happen in an enemy occupied sector and when uncovering items. This was before and after the latest patch. Savegame available!

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Staff Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #259854] Thu, 19 August 2010 15:12 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
Thanks for the explainations !
Are you sure it is Gabby or did you mean Manny ?

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #259861] Thu, 19 August 2010 17:06 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
esnips is giving me problems this morning, I'll try to upload the patch later. There are quite a few weapons that needed mergers setup to fix missing default inseparable attachments. Note this only fixes missing inseparable attachments, all other attachments you will have to scavenge or buy.

Yes I mean Gabby. When I went to buy the Cigar Kit to test the Flamethrower mod, discovered the working bartender in C13 was selling M41 Pulse rifles and Crepitus repellent (something I setup for Sci-fi mode in the Alrulco campaign CFSS mod). This means that the specific working merchant in C13 is using Gabby's character slot and inventory.

Hairysteed, I would like to see the savegame and instructions on how to replicate the CTD please. Not sure if it will fit, but the project's email is a gmail account: uc.ja2113.projects

Right, patch is up now: Here (Click on the file icon, not the Button labelled Download)

[Updated on: Thu, 19 August 2010 17:18] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #259871] Thu, 19 August 2010 18:55 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
BR sells commando medic armor.
Clamp on scope lacks description.

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #259898] Thu, 19 August 2010 22:10 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
Took the subway from Troy to Prax (line 3) and arrived in very strange sector, is it just me or is there a problem ?

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #259922] Thu, 19 August 2010 23:38 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
Wil, nice work with the patch. Just messing about trying to change a few things in the XMLs (the Mini 14 calibre thing for example) has shown me how difficult it must be to keep on top of everything.

Found a small issue but can't work out whether it is NAS .exe related or to do with the UC NAS files. Swapping the intermediate cartridge suppressor and the flashhider appears to have no AP cost associated with it. It does however, have a cost if removed one at a time then manually reattached.

I.e.

In turn based mode:
-Left click on flash hider in inventory.
-Right click on weapon
-Left click on intermediate cartridge supressor.
-Item in hand is now swapped with no AP cost.

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Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #259925] Thu, 19 August 2010 23:49 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
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Hairysteed - Your savegame/.ini option locks up my install of NAS 0.61B. Removal of the .ini file just gives an incompatible savegame error. On comparing your .ini file to the current one, it looks like your install is based on a previous version of NAS. It is missing entries concering the multiple inventory choices for AIM mercs (which will not be used in the Hybrid because you land unarmed anyways). I am going to have to suggest a clean install based on the current files and NAS 0.61B (just 0.61B not the one with STOMP integrated). This also means starting a new game.

Friendly fire - Prax subway is a problem, but at least it can be fixed without waiting for a patch. From the original Urban Chaos directory (Data-UC) go into the Maps subdirectory. Locate a file called J9_B1_a.DAT. You need to make a copy of that file (same directory will do) and rename it J9_B1.DAT.

Commando Medic Armour is probably a leftover from the common base mod (see v1.13 Combined Folding Stock System Mod) that UC-1.13NAS v2 is built on. I'll make it non-buyable in future.

Clamp on Scope - I'll get around to thinking of something witty but useful to use as a description. Right now its a 4x Battlescope with a greater FOV penalty.

EDIT: Tango, I've checked my end of things, both should have 30AP install/remove cost; but as the costs are showing up when you remove and install manually instead of swapping the attachments, I am suspecting that Warmsteel would be better suited addressing this one.

[Updated on: Fri, 20 August 2010 00:07] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #259944] Fri, 20 August 2010 03:15 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
That's weird! I am actually using NAS 0.61b exe to run the game. IIRC, the order of installation was: JA2 Gold, 1.13 single click, latest 1.13 SVN, Original UC files, UC Hybrid and finally AIM 0.61b

Anyway, I reverted to earlier savegames and reconquered Calisto this time without CTD:s. Wonder what it was about :/ If the CTD:s come back I guess I will have to do a clean install and start a new game Razz

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Staff Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260066] Sat, 21 August 2010 03:28 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
RG6 has range and noise 0.
VGM93 flashbang grenade has noise 0.

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260172] Sat, 21 August 2010 20:55 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Thank you Friendly Fire, I've fixed the missing grenade sounds (it wasn't just the volumn that was wrong when I looked into it).

The version I am uploading today is the full mod instead of a patch as it includes some new items and graphics. I will update when it is ready.

EDIT:
UC-1.13NAS v2.4 (20100821) Available now:
ESNIPS (Click on the file icon, not the Button labelled Download)
ModDB

[Updated on: Sun, 22 August 2010 16:48] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260193] Sat, 21 August 2010 21:50 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3714
Registered:February 2006
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Jeez , I'm still playin' the first hybrid ! Embarrassed

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Captain

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260249] Sun, 22 August 2010 03:18 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
5.45mmx39 match not better than ap kind.
Commando armor upgrade kits don't upgrade commando armor.
There is an exploit with camo bonuses, with a camo steel helmet plus ghillie head thing plus commando vest plus commando lbe vest plus pants 2 times (one attached to armor, the other as a holster), etc....you get my drift, it makes camo kit and camo trait very marginally useful.
In real life molotov coktails don't expand their burning area (especially on earth/grass), they shrink it instead and they can be repaired.
Maps where ground will not let light sticks work (like central SAM site) still allow enemies and militia to use them effectively.
Cannot find Gabby, but Manny was selling strange things (for a bartender) in C13.

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260287] Sun, 22 August 2010 17:08 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
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Thank you again Friendly Fire. A scary thing about many of the bugs you are finding is that they are present in the Combined Folding Stock System mod as the three mods there are rearrangements of the same basic XML's, which were used later for UC-1.13NASv2.

-Fixed the missing 120 range bonus for 5.45x39mm Match ammo
-Commando Upgrade on Commando Armour is for the momement not setup because one of the defining characteristics of ASL and Squad Leader Commando Armour is better pockets. With LBE I've had to give the first Commando Armour/LBE some rather impressive pockets. The mergers with the leg rigs (which should be working now) was part of making up for this.
-I should remove the ghillie/cammo slot from the camo steel helmet.
-As I've more or less removed all OIV capability from UC-1.13 months ago, there is no longer a need for dual Camo setting on the Commando Armour. In future it will be the LBE providing the Cammo, while the Armour will only be low AP penalty armour.
-I think I just copied the Molotov Cocktail from normal v1.13, I'll see about reversing the radius values. However the Explosion index is also used for the flamethower ammo.
-Maps with light stick problems is probably a case of there being too many light sources.
-Manny is using the character slot and inventory of Alrulco JA2's Gabby. The inventory I fixed in one of the patches last week, but if you are continuing from a saved game, it may take a few days of in-game time for the old stock to clear. As long as one of the patches (or latest full mod) is applied the Sci-fi campaign items from the Alrulco CFSS mod will cost $1.00.

In general I think I've overdone the RIS thing now. After seeing the AK RIS Optics mount in use, I think this should be the last one. The only thing left it seems is to allow players to duct tape a tactical rail to the sawed off shotgun and that is one accessory too far...

[Updated on: Sun, 22 August 2010 17:37] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260292] Sun, 22 August 2010 18:00 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3714
Registered:February 2006
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Will , all the options you are putting into UC , once they are stabilised , will you be doing the same with DL ?

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Captain

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260293] Sun, 22 August 2010 18:33 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
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A NAS upgrade to Combined Folding Stock System (CFSS) is planned. If you look at the mod inside the XMLEditor (but whatever you do DO NOT save), there are gaps left behind where I can slot items back and then resort for both DL and original Alrulco campaigns. The problem is that bugs left in the "Base Mod" will creep into the other three mods. This is actually what Friendly Fire is mostly finding. (Which begs the question of why there was not feedback to the CFSS release in July?)

The good news is that when ready, the items can be reshuffled for Alrulco campaigns quickly. The NAS XML's on the other hand will take a few days worth of work, but still it will be faster than starting from scratch as I've left placeholders and in XML documentation.

The only problem I see to this is the unexpected addition of multiple AIM inventories. I'm thinking of using an additive method, where each level of equipment just adds to the previous: ie: No equipment --> Handgun/Vest/LBE Vest --> Handgun/Vest/LBE Vest/Extra Ammo --> Handgun/Vest/LBE Vest/Rifle/Leggings/LBE Combat Pack --> Handgun/Vest/LBE Vest/Rifle/Leggings/LBE Combat Pack/Extra Ammo

Timeline for all of this is when NAS becomes part of the main public release of v1.13.

EDIT: I just realized, there is a .223Rem C-Mag, but no +80 round C-Mag adapter... Looks like another patch soon.

[Updated on: Sun, 22 August 2010 18:38] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260294] Sun, 22 August 2010 18:56 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
wil473

The only problem I see to this is the unexpected addition of multiple AIM inventories. I'm thinking of using an additive method, where each level of equipment just adds to the previous: ie: No equipment --> Handgun/Vest/LBE Vest --> Handgun/Vest/LBE Vest/Extra Ammo --> Handgun/Vest/LBE Vest/Rifle/Leggings/LBE Combat Pack --> Handgun/Vest/LBE Vest/Rifle/Leggings/LBE Combat Pack/Extra Ammo


ofcourse you can always wait with the multiple starting gear kits, at this moment it's not supported by the xml editor which means a lot of manual xml editing and it's not required to make 5 kits for all mercs, you can just give them one or two kits Smile

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First Sergeant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260298] Sun, 22 August 2010 19:35 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
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XML editor is obsolete anyway Razz

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Staff Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260305] Sun, 22 August 2010 21:34 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3714
Registered:February 2006
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As I just posted in Smeagols thread , Riot control weapons ?

Rubber bullets / shotties would certainly come in handy in close up situations ?

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Captain

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260319] Sun, 22 August 2010 22:33 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
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The one thing that the XMLEditor was (usually) good at was inserting magazines. With the exception of perhaps adding brand new chamberings and associated magazines (an addition that only require adding entries to the end of two XML's) no new ammunition till a viable XMLEditor is available.

However there are riot control rounds available for the XM25 (Stun and Tear Gas rounds) For what its worth my XM25 implementations are ammunition based as opposed to launcher.

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260324] Sun, 22 August 2010 23:23 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
RG6 grenade launcher still has range of 0.
Gun runners in I5 dropped SCARS, sadly without stocks.
I will try your theory for the lightsticks by throwing one next time I am in a town with plenty of light sources.
Yes russian weapons with RIS attachments rock, but it is a good thing, it is rewarding, it gives some weapons a new life, it lets you choose between ultratech occidental weapons (some of them using WP ammo anyway) and revamped (with ingenuity) russian guns.
The flamethrower is awesome, I actually gasped the first time I used it.
Since Devin is hireable, BR should stock explosives too, or Tony if you want to keep logistics challenging.
Don't you think explosives are a little weak ? How many frag 12 should you need to shoot at a guy for him to stay down for a while ?

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260334] Mon, 23 August 2010 01:03 Go to previous messageGo to next message
Snake Plissken is currently offline Snake Plissken

 
Messages:37
Registered:December 2001
Are there any plans to roll STOMP into this hybrid? I love the UC maps, but now that I've tasted the new trait system it's hard to go back.

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Private 1st Class
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260339] Mon, 23 August 2010 02:12 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
RG6 Part Deux - sorry, forgot the range bug.

I5 - the SCAR's use the fancy adjustable/precision folding stock, so you're not going to find any of them on the enemy via. computer generated forces. I've gone through I5 and replaced all the SCAR's so that they will appear properly.

Flamethower - the firing effect is actually hard coded for that specific item number (Sir-Tech cut the flamethrower in the original but left the firing animation in).

Grenades - Tony and the Arms Dealer in Drake stock grenades. I doubled the inventory for grenades for all in-country merchants when I cut grenade's from BR's stock.

FRAG-12 rounds - something I've noticed is that the target of exploding ammo suffers less damage than someone standing next to the target. That particular exploding ammo is linked to the mini-grenade's explosive index. I had it linked to the full size hand grenade's index, but it seemed too powerful then. Due to the small size of the 12 gauge round the FRAG-12 should be the least powerful grenade in game, so I left it set to the mini-grenade's index with the expectation that it would be weakened by virtue of being explosive ammo.

STOMP - A few weeks ago I tested out the Hybrid with the combined NAS-STOMP .exe that Warmsteel complied. It didn't crash until I tried loading an old IMP merc, but as there were no setup specifically for STOMP nobody had any traits. No plans right now to figure out new traits for all the RPC/NPC's in-game. Already have enough on my plate keeping RPC/NPC inventory from crashing the game (see crashes from UC-1.13v1).

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260349] Mon, 23 August 2010 12:20 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
I have a SCI for UC ready, but i don't know if there are any legal limitations on the UC data...
Can anyone tell me if i can just post this SCI including the UC files?

The UC SCI is based on the same beta svn executable as the WF one i made, it includes STOMP, HAM and NAS functionality, one thing i did find is a bug that when I select the enable all terrorists option it hangs after the intro video..
I'm a n00b at UC so i don't know if this is normal..

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First Sergeant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260350] Mon, 23 August 2010 12:22 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
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uc was made by mod-squad (bear's pit members - shanga among them) - guess there are no limitations

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Captain
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260368] Mon, 23 August 2010 16:46 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
well i will unlock the download of the SCI tomorrow if nobody has any objections to it.. this is also pointed at wil473, do you mind if i release the SCI?

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First Sergeant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260370] Mon, 23 August 2010 17:19 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3714
Registered:February 2006
Location: Scotland
Fast work Tais , hope Will wont object ?

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Captain

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260374] Mon, 23 August 2010 17:54 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
Couple of random discoveries to add to your woes Wil. Although to be honest they are a bit pedantic.

The item description for the 30 round 9x19mm HP ammo conflicts with its stats. The description states that it keeps all the penetrating abilities of 9mm ball but it has a 1.50 armour penetration so it doesn't.

On the initial entry map (A9 Airport) the enemy drops at least 1 x AEK919K, which I assume is placed with the map editor. This weapon will consistently eject a 20 round 5.7mm HP magazine the first time it is manually unloaded not a clue why. After this first quirk it behaves normally.

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Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260377] Mon, 23 August 2010 19:36 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
What is a SCI ?
Nevermind, I know now.

[Updated on: Mon, 23 August 2010 19:37] by Moderator

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260379] Mon, 23 August 2010 19:52 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
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AEK-919K ammo bug - caused by resorting the items in ITEMS.xml without repopulating items in map. The AEK-919K's index didn't change, but the 9x18mm 30 round magazine did. I fixed it when I went modified the A9 map to reduce some of the militia silliness (boxed in two more militia so they won't leave the doors quite so unguarded).

Single Click Installer - In principle I have nothing against someone else doing one. My reasons for not doing one myself are twofold:
1) avoidiance of intellectual property issues which could affect me professionally
2) smaller download

Now I do have a few concerns about the SCI proposed by Tais here:
1) Are you preserving the VFS file structure (ie. keeping ModSquad files seperate from the UC-1.13NAS Hybrid files)?
2) The STOMP capable .exe: I've only endorsed use of the hybrid with the NAS 0.61B executable. While I have tested the hybrid with the later STOMP capable .exe, it doesn't have any support for STOMP features, or even a STOMP specific .ini file. Beyond this, there has been no testing for any length of time with this .exe.
3) Documentation: please include the PDF document, it lists things like what features the mod does not support (and ones which crash the game like enableing all terrorists).
4) Can it wait a few days, I've updated a few maps to account for some of the NAS items (ie. map I5) and to fix leftover bugs (Map A9)?

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260393] Mon, 23 August 2010 23:20 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
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1) avoidiance of intellectual property issues which could affect me professionally - [color:#000099]that's why I was asking about the UC file rights.. i do not include original ja2 datafiles so nobody without the game can play.. it's just 1.13 with UC and UC 1.13 once i have it completely clear that nobody objects to this i will release[/color]

2) smaller download - [color:#000099]well this one SCI can be a base for many updates.. it just makes it easier for people to start playing UC, you will get a ton of new beta testers[/color]

Now I do have a few concerns about the SCI proposed by Tais here:
1) Are you preserving the VFS file structure (ie. keeping ModSquad files seperate from the UC-1.13NAS Hybrid files)? - [color:#000099]those are all fully preserved, all i did was set the default vfs ini to the UC113 file so people would not get confused by a default 1.13 intro[/color]

2) The STOMP capable .exe: I've only endorsed use of the hybrid with the NAS 0.61B executable. While I have tested the hybrid with the later STOMP capable .exe, it doesn't have any support for STOMP features, or even a STOMP specific .ini file. Beyond this, there has been no testing for any length of time with this .exe. - [color:#000099]all functions in nas 0.61b are in the svn repo, this version is the same and it also detects the missing stomp files and makes it impossible to enable at this moment[/color]

3) Documentation: please include the PDF document, it lists things like what features the mod does not support (and ones which crash the game like enableing all terrorists). - [color:#000099]it is a complete copy of the default way of installing UC and UC 1.13[/color]

4) Can it wait a few days, I've updated a few maps to account for some of the NAS items (ie. map I5) and to fix leftover bugs (Map A9)? - [color:#000099]i will wait untill you want me to release, i had to guys download the uploaded sci but that's their problem, i will make a new one when you're done, it is possible to release this one though and people can copy the update over the this one[/color]

all i want is to help the people that have problems getting this to run, if you dont want it, just say it and the SCI is a goner Smile

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First Sergeant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260402] Mon, 23 August 2010 23:39 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3714
Registered:February 2006
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Quote:
all i want is to help the people that have problems getting this to run, if you dont want it, just say it and the SCI is a goner


I have the original running , but now to add NAS , it just seems a pain . My fault I suppose , it would be easier in a one click install , I'm afraid this was my idea , I asked Tais if it were possible , and as he says , if you are against the idea , Tais will not release it .

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Captain

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260415] Tue, 24 August 2010 01:47 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
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As long as the VFS file structure is maintained and there is documentation I have no objections to the UC-1.13NAS files being in a SCI. I can't really object to something will bring in more testers. The original Urban Chaos files I cannot speak for however.

I just want a chance to clean up some of the easier (as long as the Map Editor is cooperative) to fix map bugs. I still have to track down that AR-57 Upper that is in Calisto.

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260418] Tue, 24 August 2010 02:03 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
If you are doing map things there is also a randomly dropped HK416 20" upper dropped by a police officer in D13.

Unless that is what you meant rather than the AR-57 upper?

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Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260420] Tue, 24 August 2010 02:18 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Yeah, it might be a HK416 20" upper. Still I'll have to check everyone. Missed an AR-57 upper earlier today when I only checked the Gun Runner's inventory in D1.

I'll get to that tonight... Why can't we just abandon a map editor based on the game engine and just build from the ground up something simple which only does maps? Ok, rant over, back to hoping the Map Editor holds together for another few maps...

[Updated on: Tue, 24 August 2010 02:20] by Moderator

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260519] Tue, 24 August 2010 23:56 Go to previous messageGo to next message
Madeiner is currently offline Madeiner

 
Messages:13
Registered:November 2008
I have a few questions.

1- Is there a ALICE backpack (not combat pack) somewhere? I can't find it in the XML editor (but it's probably pointing to the wrong directory, i don't know how to change it). Or any other combo is ok. Enemies are dropping ARUCS backpacks, but i can't find any ARUC combat packs to go with those.


2- Is there a list of mergeable items specific to UC?
I found somewhere that merging an ALICE combat back and a toolbox transforms it into an ALICE backpack, however it's now working and the post probably referred to something OIV related.


3- I noticed that the story is centered around russia. Is there a way to use original Ja2 firearms drop rates or those supplied in the download together with UC storyline? (I simply dont like/recognize russian weapons and would prefer playing with western ones)


Thanks!

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Private
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260525] Wed, 25 August 2010 00:32 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
1. A.L.I.C.E. Backpack is using the item number of the original Urban Chaos A.L.I.C.E. so this should appear in the same places as the old one. Betty sells only the A.L.I.C.E. Combat Pack to make the backpack something worth searching the maps for (argueably).

2. Yeah that merger was scrapped when I dropped OIV compatibility. I should get around to removing mention of it. The PDF for the next version (the one actually dropped in to comment about) has a few more of the working mergers listed.

3. The item ordering prevents use of enemy item selection XML's directly from another mod. Now depending on which version of UC-1.13 you are talking about you may be able to get away with using the XMLEditor to edit the enemy loadouts to your liking.

v1.13 CFSS - the non-NAS mod has instructions for how to enable XMLEditor compatibility for UC-1.13

UC-1.13NAS - Do the following:
1) make a copy of the folder Data-UC113NAS, rename it Data-UC113NASEDIT
2) point the XMLEditor to Data-UC113NASEDIT and edit the Enemy gear selection in there
3) only copy the files: EnemyItemChoices.xml and EnemyGunChoices.xml back to Data-UC113NAS

v2.5 Updates
I've implemented a RIS upgrade that reduces the potential for "munchkining," actually a whole bunch of them: Scope Rings. Let me explain, right now all RIS slots can take the 6x and 10x scopes. But with NAS being able to add/subtract slots, I can remove the general ability for the RIS optics slot to take the sniper type scopes, while still allowing RIS equipped sniper rifles to exist in-game. If you want to use anything beyond a 4x scope on a weapon where the optics mount is RIS capable, you will have to buy one of the two types of RIS scope rings.

Now to be honest, I added a few other items that exist in the real world (as well as DBB/IOV) that counter balance this item out:

Scope Mount RIS - Now you can trade immediate use of a hi-powered scope for a 4x scope or other RIS device
RIS Scope Ring - Late-Mid game item that adds a hi-power scope slot
Replacement Scope Ring w/Reflex mount - Not sure how these are used in the realy world, but they do exist. In-game it lets you mount a Reflex sight to cut down on the penalties imposed by use of a high power scope. DBB/IOV has had something like this (several of these if I remember correctly) for years.
RIS Scope Ring w/Reflex mount - same as above but for the RIS optics mount.

In testing I have been able to nest three levels deep:
1) Scope Mount RIS on AWM - trades away the hi-power scope mount for an optics RIS
2) 4x Reflex Scope - adds a Reflex sight mount
3) Reflex sight

[Updated on: Wed, 25 August 2010 00:33] by Moderator

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260583] Wed, 25 August 2010 17:32 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
Thank you for the update and the hard work.
Here is what I found :
-problem entering Troy factory sector from the east.
-you can put large bags almost full in canteen clip and sometimes in the big grenade pockets of the commando lbe vest.
-your recipes for commando upgrades in the FAQ are incorrect.
-AK9 fits in smg emplacement in lb gear.

And a few questions : why is the modified M203 not compatible with all rifles who can carry the regular M203 ?
Why is there a cocking cost for the flame thrower, since it can fire full-auto ?
Why is the bottle of alcohol more cumbersome than the molotov ?

I noticed you made the fire of the molotov shrinking rather than expanding, no more enemies coming to the edge of the fire to be burned like idiots the following turn.

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260584] Wed, 25 August 2010 18:27 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
Friendly Fire
I noticed you made the fire of the molotov shrinking rather than expanding, no more enemies coming to the edge of the fire to be burned like idiots the following turn.

I think that this works the way it should Wink

I've noticed that I can't upgrade my Commando Vest to NCO version or any other. Upgrading Specta to Commando Vest works fine.
I'm plaing Urban Chaos-1.13NAS v2.5 20100824 and I didn't tried that before (in previous versions).

Anyway GREAT job wil473. I played UC ages ago but it's really refreshing between new versions of v1.13, also I don't remember a thing from UC story so - it's great Smile Thank you!!!

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260588] Wed, 25 August 2010 18:56 Go to previous messageGo to previous message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Full Auto on the flame Thrower is an error. Since the garden sprayer is pump action, and the flamethower being homemade from it means that it must be pumped before firing.

Modified M203 not fitting other M203 compatible weapons is a mistake. I have a few suspicions about which attachment slot is involved but please list the weapons where it is not fitting.

Yeah, I resorted the Commando (Vest) LBE list but forgot to actually fill back in the Grenadier and LMG LBE's correctly. The five items listed do produce something when merged with the Basic Commado LBE.

I'll take a look at Troy when I have a chance.

The Size/Pocket Issues - I've been meaning to make consistent the sizes/pockets for a while now. What you are seeing is a patchwork of efforts spread over time. Like a lot of things, it is one of those things that is best done as one continuious effort. If nothing comes up, I'll try and sit down to do the actual work.

There are 34 size slots. Not all of them are in use. This is what I want to do (and post so I don't forget):

00. Revolver
01. Small Pistol
02. Small Pistol+Suppressor
03. Regular Pistol
04. Regular Pistol+Suppressor
05. Oversized Pistol, Machine Pistols
06. Oversized Pistol+Supressor, Machine Pistols+Suppressor
07. Short Barrel Rifle, MP5 size SMG's
08. Short Barrel Rifle+Suppressor, MP5 size SMG's+Suppressor, Carbine Length Rifles
09. Carbine Length Rifles+Suppressor, Full Length Rifles, Rocket Launchers
10. Full Length Rifles+Suppressor
11. Oversized Slingable Rifles
12. Oversized Slingable Rifles+Suppressor
13. Too Big for Weapon Sling but Backpackable
14. Too Big for Weapon Sling but Backpackable+Suppressor
15. Tiny
16. Tiny-Flat/Magazine
17. Tiny-Malleable
18. Tiny-Carbiner (might just set the key tag so these items fit the keychain and get one more slot back)
19. Small
20. Small-Flat/Magazine
21. Small-Malleable
22. Small-Carbiner
23. Extended Length AR Magazine
24. Medium
25. Medium-Flat/Magaznie
26. Medium-Malleable
27. Medium-Carbiner
28. Odd - Cylinder (Speed loaders, Grenades)
29. Odd - Long (Helical Magazines, Bottles)
30.
31. Large-Carbiner
32. Large-Malleable
33. Large
34. Oversized

[Updated on: Wed, 25 August 2010 18:58] by Moderator

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