|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277836]
|
Wed, 13 April 2011 23:44 
|
|
| Wil473 |
  |
Messages:2808
Registered:September 2004 Location: Canada |
|
|
The LUA scripting, and some issues raised by Logisteric had me examining UBT system, and there are several problems that need to be addressed, the big one for me being:
Roof Tiles - it is possible for you, and with v1.13, the AI to climb not only on top of trains, but also up above the map in general, leading to all sorts of exploits.
Now it seems that the Mod Squad neglected to have in their tilesets a roof tile that cannot be climbed, but appears flush with standard height walls. Also, the tilesets used for UBT stations are also used for surface maps.
At present I have shelved plans to lean how to add tiles to tilesets (though this is something that should be done if there is any more map editing in future). Instead, I'm using a simpler approach, I simply picked a tileset that wasn't used for too many other maps, modified one non-climbable tile that appeared redundant, and rebuilt some maps to use it. I've reworked two maps into what I hope are decent enough maps that can serve as a base for a new set of UBT stations.
So Far:
- Two major UBT stations
- Two minor UBT stations/platforms
- all maps feature cargo handling facilities, as in-game the UBT network is some unholy cross between a subway and a national railway
- Basic test setups for: Atremo, Calisto, Galileo (lower level platform), and Prax
If all goes well, another map pack will be released this weekend. If the changes are well enough received, I will be adjusting all UBT maps to use variations on the test articles.
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
|
| Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278037]
|
Sat, 16 April 2011 23:35 
|
|
Burzmali |
  |
Messages:248
Registered:March 2007 Location: Estonia |
|
|
problem: Colt and HK products (sometimes?) unrepairable. Rosebud, Red & others repairing, then reporting "all done", G3A3 and M4A1 still at 86 and 60%. at least crowbars are repairable...
repair team sitting in Sheraton. enemy squad approaching. put 'em all on roof, then started battle elsewhere. the moment i finished it, there was battle in Sheraton - but my guys were not on the roofs any more but shivering in the centre of sector just like when ambushed - never seen such thing happen in any mods.
using 800 x 600 resolution. if adding rod&spring fails, part of the inventory screen stays on monitor, covering part of mercs list, ctd soon to follow. ok, it may be old inventary/attachments problem, but as long as those options are legal...
Report message to a moderator
|
Sergeant 1st Class
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278082]
|
Sun, 17 April 2011 18:43 
|
|
| Wil473 |
  |
Messages:2808
Registered:September 2004 Location: Canada |
|
|
Ok, that's no problem. I'm going to drop the duplicate modded M4(A1)'s from v3.5. These are specific to UC only so there's little to no worry on my part about recycling them in NPC/RPC inventories.
On the other hand your screenshot is showing a lot of guns in OAS mode with attachments. I am guessing these are the Folding Stock System item (default attachment for all guns with a folding stock). Since the attachment itself no longer provides stat modifiers (these are on the guns themselves) you can dump them from your guns. The problem with OAS is that they won't merge correctly to convert a gun between folded/unfolded.
Other problems with OAS that I am speculating on:
- the rifle grenade system won't work as expected as it is also reliant on NAS, specifically the unintended "feature" where an attachment will attach to defined slots, but trigger a merger operation if clicked on a slot it won't fit into.
- SAW emergency magazine feed/belt feed conversion, again same NAS "feature." In v3.5 this feature will be dropped in favour of a simplified Belt Feed attachment. Removal of the belt feed drops reload cost, and capacity.
- Cleaning kits, as they are valid attachments (for storage purposes), they probably won't merge (with the resultant averaging of the stats that gives you the stats increase on the gun).
- I think a gun or two (perhaps more) has more than four default attachments. This may be a problem when they are generated in-game. This concern may actually require me to drop OAS. Or a whole series of weapons will have to be flagged as NAS only, same with all folding stock related items and the rifle grenade system.
EDIT: curiously, research into the AKMSU is necessitating the addition of 8x57mm IS for the Zastava M76. It is somewhat unclear if this rifle was chambered in 7.62x51mm (Wiki notes that 7.62 NATO and 7.62x54mm Rimmed are rumours only). Considering adding additional Zastava AK variants (basically as the AK counterpart to the C7/C8 vs M16/M4 relationship).
EDIT2: now I'm getting a bit confused, 8x57mm IS seems to be the same round as the 7.9x57mm (Mauser) that is already in-game. If this is the case then great, more use out of this calibre. Need some advice/opinions on this one please.
Otherwise, added Zastava M70 B1 and B2 with necessary rifle grenade, and for the B2 folded stock versions. Basically combined the v1.13 M76 with the AKM and AKMS, making sure to make apparent the three vents on the Zastava's lighter furniture.
EDIT3: Zastava M76 now in 7.9x57mm, added 10 round mags. Zastava's now part of possible loadout for AI in Danubia (the background does mention "Balkanization" after all...)
[Updated on: Mon, 18 April 2011 03:09] by Moderator Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
| Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278172]
|
Tue, 19 April 2011 00:16 
|
|
| Wil473 |
  |
Messages:2808
Registered:September 2004 Location: Canada |
|
|
As soon as I figure out how, I'll add some of the IoV 920 sound files. It does not appear to be as simple as dumping them in an appropriately named folder.
Also, I am not adding a set of 64 round 9x19mm magazines just for the PP-90M1. It will have to use the 50 round hi-capacity SMG magazines already in the mod.
In the meantime, I've been looking at the LUA scripts, and I think it allows me to change the sectors that Devin and others are randomly assigned to. Now from my own experience, I do not recall finding Devin in original Urban Chaos. In UC-1.13 I went as far as inserting him into the maps that correspond to his "vanilla" pattern. Now from other map adjustments, I have seen evidence that the Mod Squad was wanting Devin to appear in different maps. I'm going to see if I can make the Mod Squad's original plan for Devin work.
EDIT: Right, figured out how to add standard and burst sounds. As I am needing things to justify a v3.09b patch, these will be included in what hopefully will be the final patch for v3.0x this weekend. So far only three things:
1) Add - Underground Sector Names
2) Add - IoV 9mm sounds
3) Fixed - missing mergers for copies of modified M4/A1
Deferred to v3.5
Fixed - Nails/leather Jacket
[Updated on: Tue, 19 April 2011 01:24] by Moderator Report message to a moderator
|
|
|
|
|
|
|