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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277525] Fri, 08 April 2011 23:46 Go to previous messageGo to next message
Burzmali is currently offline Burzmali

 
Messages:248
Registered:March 2007
Location: Estonia
Dunno if this the right place for this...

Downloaded the latest versions and latest patches. Installed. Release v1.13.4057: Build 11.01.16. Started the game. Did not touch ini-s

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Sergeant 1st Class
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277528] Sat, 09 April 2011 00:10 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
Location: Canada
Old Inventory (OIV) - has not been supported by UC-1.13 for quite some time now. Too many complications with the A.L.I.C.E. Backpack, and the LBE items that you have named (BDU, Lifchick). Essentially would need to produce a stand alone mod to support the old pseudo pocket from UC.

Old Attachment System (OAS) - has not been officially dropped yet, still evaluating whether NAS 0.7 capabilities will allow it to be retained.

Toolbox - wire cutters and lock picks can attach to toolbox?

Reduced Items - this one is only partially working as expected/wanted. Guns are restricted to original UC. Attachment on the other hand required some expansion, otherwise you would be seeing erroneous occurrences of the NAS attachment slot labels that I'm using as "ad hoc" tool-tip to warn of missing default attachments. As of v3.09 the CTD due to the muzzle slot's label has been fixed. I think ChrisL has fixed the extra slots appearing (based on Reduced items mode) for the big 2011 release.


EDIT: not even done with "S" yet, but with the Folding Stock System, and Rifle Grenade System, there are already over 600 gun type items in-game.

[Updated on: Sat, 09 April 2011 00:14] by Moderator

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277543] Sat, 09 April 2011 11:25 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1146
Registered:September 2006
Location: Czech Republic

burzmali: i have instaled on my pc uc 1.13 3.00 patched up: 3.01/3.02/3.03/3.04/3.05/3.06/3.07/3.08/3.09/3.09a mod itself work perfect for me.. you must select vfs uc 1.13 ini file ..

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Sergeant Major
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277570] Sat, 09 April 2011 21:54 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
The following essentially means that I am dropping the interim v3.1 (unless something comes up), in favour of v3.5 (for Jagged Alliance 2 v1.13 2011). The following includes a list of specific changes. If anyone wants to try out the changes, please report back on how these specific things are working.

20110409 Urban Chaos v3.1/5 Calisto Map Changes Preview (Add-on to UC-1.13 v3.09a)

Available from:
MediaFire

What is it: This is an optional add-on that previews the changes for the next major release of Urban Chaos.

System Requirements: Urban Chaos-1.13 v3.09a

Save Game Compatibility: NONE, a new game start is requried for map changes (the point of this add-on) to take effect

Installation: Drop files into root folder for Jagged Alliance 2 v1.13 (with UC-1.13 v3.09a already installed)


Specifics:

Ja2_Options.ini
- MAX_NUMBER_PLAYER_VEHICLES = 3

MercProfiles.XML
- 87. Carlo Dijkstra moved to C14
- 161. renamed "UAZ-469" former Eldarodo, bodytype changed to Jeep from original Jagged Alliance 2 tileset (used in Diedranna Lives)

Cities.XML
- E13 no longer "proper" city sector for Calisto (in that you cannot have militia there, but you should not need to liberate it to complete Calisto)

Facilities.XML
- old E13 facilities changed to C14
- Bar (new) added to E13

MovementCosts.XML
- B11 <> C11 changed from Road to Plains
- D13 <> D14 changed from Plains to Road
- E13 <> D14 Changed from Plains to Road

A10.DAT
- Character 161. UAZ-469 / Jeep added

B12.DAT
- road system adjusted to lead off South

C13.DAT
- Changed subway entrance to lead to North staircase

C14.DAT
- former E13
- moved character 87. Carlo Dijkstra to bigger bar
- road system adjusted to lead off South
- entry points adjusted for roads

D13.DAT
- reworked the factory parking lot/loading docks
- road system adjusted to lead off South
- entry points adjusted for roads

D13_B1.DAT
- North exit now leads to C13
- South exit now leads to E13

E13.DAT
- former C14
- Built a Bar for Peter De Santos (to account for existing speech/story elements)
- added character 94. Peter De Santos
- road system adjusted to lead off East
- road system adjusted to remove Southbound road
- entry points adjusted for roads
- adjusted parking lot for south building
- changed subway entrance to lead to South staircase

F10.DAT
- adjusted WEST entry grid

G10.DAT
- adjusted NORTH entry grid

[Updated on: Sat, 09 April 2011 21:56] by Moderator

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277638] Sun, 10 April 2011 17:22 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
I've completed the majority of the items consolidation:

Items 1001-1676 are the main series guns including , folded stock, and upgrade components.

Research on .357 Sig lead to a need to add AP and Glaser rounds.

Relocating the leather jacket to item 188 leads works, but leaves Nails with even less protection as the leather jacket is a LBE item instead of armour item in my mods. This actually is a problem that will affect future plans for DL-1.13 and Alrulco Folding Stock (AFS). Options:

1) old style leather jacket in 188 (presenting another case where we need armour to be able to superimpose LBE pockets. ***EDIT: Going with this one, as it also gets rid of one of the copy armours.

2) move the Leather & Kevlar into slot 188

[Updated on: Sun, 10 April 2011 17:46] by Moderator

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277641] Sun, 10 April 2011 18:01 Go to previous messageGo to next message
Burzmali is currently offline Burzmali

 
Messages:248
Registered:March 2007
Location: Estonia
Sorry, guys, but those nightvision thingies on portraits seem butt-ugly to me. Also signs on portraits showing who is wearing what seem unnecessary.

There are lots of old-type flat jackets, kevlar helmets & vests around but that does not bother me. In Prax somebody dropped two Large Mag Pouches & two Utility Pouches.

Are the first guns jinxed? The one from Atremo subway

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Sergeant 1st Class
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277642] Sun, 10 April 2011 18:24 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
Portrait Face Indicators - that's a v1.13 feature, you can turn it off in the .ini

Weapon Behaviour - intended, there are however Cleaning Kits now in-game to quickly (and expensively) bump up weapon status. ie. I'd have a M4(A1) at 50% jam even faster than what you're seeing... if I could get away with it.

Ammo Availability - intended, story is set in Eastern Europe. "Civilian Appropriate" calibres and ammo types are available from the two BR gun shops.

Subway Labels - can not be helped till someone externalizes the underground sector names.

Crepaton Hunt - is based on the terrorist hunt quest, so not all of them should be present if you follow the recommendation of not having them all appear (this one at times caused an immediate CTD).


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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277643] Sun, 10 April 2011 18:39 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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wil473
Subway Labels - can not be helped till someone externalizes the underground sector names.
Tried Data-xyz\Scripts\undergroundsectornames.lua already?

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Captain

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277644] Sun, 10 April 2011 18:45 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
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UC-1.13 does not use LUA scripting yet. Guess I have something to learn while waiting for a better Map Editor (2011 release).

EDIT: just looked at the file in Notepad++, this looks a lot easier to work with than the above ground sector labels XML. Perhaps I may release another add-on later today... If I do manage to get it working later today, everyone remember to thank DepressiveBrot.

[Updated on: Sun, 10 April 2011 18:50] by Moderator

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277664] Sun, 10 April 2011 22:10 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
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Double Posting to avoid people mistaking the release thread for the comments/feedback thread. By the way, everyone can now thank DepressiveBrot for the following:

20110410 Urban Chaos v3 Underground Sector Names Add-on FAQ

Available from:
MediaFire

What is it: This is an optional add-on that adds LUA scripting, pointed out by DepressiveBrot, that edits the underground sector names.

System Requirements: Urban Chaos-1.13 v3 (any)

Save Game Compatibility: YES

Installation: Drop files into root folder for Jagged Alliance 2 v1.13 (with UC-1.13 v3.09a already installed)

[Updated on: Sun, 10 April 2011 22:35] by Moderator

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277738] Mon, 11 April 2011 20:58 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
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yesteday i try your goodies for 3.09a,magazines now looks like litle messed up,have wrong ammo tags & havin wrong ammo capacity

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Sergeant Major
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277744] Mon, 11 April 2011 23:53 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
That's rather odd, the 20110410 add-on only has one LUA script in it as an "active" component, and the 20110409 add-on doesn't do anything to items.xml, weapons.xml or magazines.xml. Aside from a failed install (see end); it is possible that by editing the Exit Grids with my v3.1/5 install, in-map guns and such were refreshed when I saved, in which case you are seeing artifacts from an incomplete rebuild of items/weapons/magazines/ammotypes .XML. Thing is I didn't think the Map Editor updated anything that wasn't touched.

EDIT: now if it is a case of the Map Editor refreshing ammo loaded into guns then eject the ammo and reload with new ammo and things should work as normal.

Proper Quick Install order of everything released so far under v3.0x:

0) Clean install of Jagged Alliance 2 Gold (Retail)
1) Tais' Single Click Installer for UC-1.13 v3.0 - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=273927#Post273927
2) Patch to UC-1.13 v3.09a - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=277117#Post277117
3) 20110409 Map Preview - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=277569#Post277569
4) 20110410 Underground Sector Labels - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=277663#Post277663
5) Start New Game

[Updated on: Mon, 11 April 2011 23:57] by Moderator

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277748] Tue, 12 April 2011 02:57 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1146
Registered:September 2006
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ok well my stupiduty strikes again... wil473:thx for your help.. now its working fine... i have uc 1.13 instaled on sci 4057 for normal 1.13

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Sergeant Major
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277836] Wed, 13 April 2011 23:44 Go to previous messageGo to next message
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.

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277839] Thu, 14 April 2011 00:42 Go to previous messageGo to next message
ShadoWarrior is currently offline ShadoWarrior

 
Messages:245
Registered:January 2006
Location: Twilight Zone
Cool! I love seeing new maps. Adds a lot of spice when replaying the game when you don't already know precisely what everything looks like.

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Sergeant 1st Class
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277919] Fri, 15 April 2011 00:32 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
Ahead of schedule, got two more UBT stations done as examples of variations from the four standard UBT stations: Sheraton and Roxx UBT's are variations of the "Atremo" station.

I may be able to release the patch later tonight as long as testing goes well later.

As I get more comfortable with map construction, I may start the alternate plan to fix the Drake University map, building a map from scratch. If a new map is done up, it will take care of a few issues:
- Roads leading off West and South, in addition to the East of the original.
- margin around the edges (presuming old standard map size)

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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #277921] Fri, 15 April 2011 03:05 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
Double posting to avoid people mistaking the release thread for this discussion thread.

20110414 Urban Chaos v3 Map Preview Add-on 2 FAQ

MediaFire

Now there are a few things I'd like people who try the preview to be on the lookout for:
- gaps in the UBT station walls that allow you to leave the defined areas
- gaps in surface sectors that may be using the custom 6 tileset, the fix for the climbable walls in the UBT involved re-purposing a non-climbable high wall roof tile. It was found to have been in use by at least one surface map that required some adjustment to account for the loss of 1 of 3 near identical roof tiles.


EDIT: forgot to mention, I am aware that the subway teleports may not drop you off in the right part of the destination maps. If I proceed with the UBT map replacement, destinations will become more consistent (systemic). For now, I just made sure that the destination was the correct UBT station.

EDIT2: I've discovered something more frustrating than adding new magazine sizes... getting NPC schedules to work properly. Once this is sorted out, a new G2 will be made available. On the plus side, it doesn't CTD on entering via the south edge.

[Updated on: Sat, 16 April 2011 21:17] by Moderator

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278035] Sat, 16 April 2011 23:16 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
Triple posting to avoid anyone mistaking the release thread for the discussion thread.

UC-1.13 v3.x 20110416 Optional G2 Map Patch

Available from:
MediaFire

What is it: This is an optional Map replacement patch that replaces the problem modified G2 map included with UC-1.13 v3 with a completely new map that hopefully offers a comparable experience as the original G2. This patch allows insertion of forces from the South edge, while having the necessary random NPC spawns that were missing in the original Urban Chaos. This map also has a wider margin around the edges. This patch includes the undergroundsectornames.lua that provides underground sectors with proper Urban Chaos type names.

System Requirements: Urban Chaos-1.13 v3.09a

Save Game Compatibility: should work fine as long as you have not visited G2 yet in your current game.

Installation: Drop files into root folder for Jagged Alliance 2 v1.13 (with UC-1.13 v3.09a already installed), confirm replacement of files.


Known issues:
- While the doors to the university and shops appear to be working ok, NPC scheduling for the undergrads moving around is still a bit off.
- Every time I try to add a sloping roof, the MapEditor gives me an error on saving. In the end I gave up so all buildings have a flat roof.
- I avoided stocking too many items for now. This is to avoid having to do the work twice if this map ends up replacing the original UC based G2 map in v3.5 with its different items ordering.

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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278037] Sat, 16 April 2011 23:35 Go to previous messageGo to next message
Burzmali is currently offline 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...

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Sergeant 1st Class
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278038] Sat, 16 April 2011 23:42 Go to previous messageGo to next message
Logisteric

 
Messages:3190
Registered:December 2008
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'attach' a toolbox to unreparable guns (they are from maps and get transformed in what they should actually be that way) afterwards you can repair them

it was never differntly - if you want to ambush them you must not load another sector in between

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Captain
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278039] Sat, 16 April 2011 23:42 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
Check the item descriptions for the line, "--- USE Toolbox merger before repair. ---" (this indicates if you have a copy used for map compatibility reasons or the real thing. Merging the toolbox (a USE merger) will convert the item into the "real" item that can be repaired.

OIV/OAS shouldn't be an issue, as these modes are not supported (well OIV officially unsupported, OAS unofficially dropped till I figure out if it is possible to have a folding stock system with it).

EDIT: beaten while looking up the specific text.

[Updated on: Sat, 16 April 2011 23:43] by Moderator

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278040] Sun, 17 April 2011 01:59 Go to previous messageGo to next message
Burzmali is currently offline Burzmali

 
Messages:248
Registered:March 2007
Location: Estonia
Logisteric
it was never differntly - if you want to ambush them you must not load another sector in between


sure - if i load another sector, my guys stand up and stare into northeast(?) - but they usually do not climb down from the roof and gather somewhere in the middle of the sector.

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Sergeant 1st Class
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278056] Sun, 17 April 2011 11:54 Go to previous messageGo to next message
Logisteric

 
Messages:3190
Registered:December 2008
Location: B
don'tyou recall those reshuffles of gear and personnel? ict ends up in a swimming pool, anyone?

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Captain
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278062] Sun, 17 April 2011 14:13 Go to previous messageGo to next message
Burzmali is currently offline Burzmali

 
Messages:248
Registered:March 2007
Location: Estonia
obviously i'm too dumb to repair this gun...
http://www.upload.ee/image/1278325/tex.jpg

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Sergeant 1st Class
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278069] Sun, 17 April 2011 16:02 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
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Actually that one looks like a bug. I reviewed the XML's for v3.09a, and toolbox mergers to fix the modified M4(A1)'s are missing. What sector did you find the "Scoped M4A1" in?

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278071] Sun, 17 April 2011 16:34 Go to previous messageGo to next message
Burzmali is currently offline Burzmali

 
Messages:248
Registered:March 2007
Location: Estonia
hard to say, really. but it was before i took the trip K9 -> K6 -> F6 and not in H13 as i just sneaked through there...

http://www.upload.ee/image/1278598/map.jpg

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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 Go to previous messageGo to next message
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

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278122] Mon, 18 April 2011 15:33 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1146
Registered:September 2006
Location: Czech Republic

wil473:sorry for this,your pp2000 & kgp9 can use firing sounds from dbb 920

so i think you can use this weapon in your mod ... http://kbptula.ru/eng/str/strelk/pp90m1.htm

http://img192.imageshack.us/img192/4839/pp90m1.th.jpg

http://www.kbptula.ru/eng/str/strelk/556a91.htm

http://img600.imageshack.us/img600/7898/556a91.th.jpg

this one can interest you

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Sergeant Major
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278131] Mon, 18 April 2011 16:55 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
The PP-90M has been under consideration for a while, I suppose the mod could use very large mag +P capable SMG.

A-91 in 5.56mm - Don't we have enough 5.56mm bullpups now? I could allow the Steyr AUG's to mount the "modified M203," if it isn't already. That will give you a 5.56mm bullpup, plus VOG type grenades.

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278155] Mon, 18 April 2011 20:54 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1146
Registered:September 2006
Location: Czech Republic

fine: pp-200 kgp-9 new firing sounds it is posible to make in your mod ?

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Sergeant Major
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278172] Tue, 19 April 2011 00:16 Go to previous messageGo to next message
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

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Lieutenant

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #278174] Tue, 19 April 2011 00:23 Go to previous message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
This thread is getting kind of big. New thread here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=278173#Post278173

If a moderator has a spare moment, please lock and unpin this thread. Thank you.

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Lieutenant

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