Subject: UC-1.13 Public Beta Discussion 1 (2009/10/29 to 2010/10/16) Posted by Wil473 on Thu, 29 Oct 2009 15:12:53 GMT View Forum Message <> Reply to Message Sorry for taking up so many threads. The use of multiple in-line posts, and multiple threads for Mod release and feedback is something I picked up on one of the bigger Civilization Modding sites.

This is the thread for comments, feedback, bug reports and general discussion on the Urban Chaos-1.13 Hybrid. Enjoy folks.

Subject: Re: UC-1.13 Public Beta 1 Posted by the scorpion on Thu, 29 Oct 2009 19:32:02 GMT View Forum Message <> Reply to Message Just wanted to congratulate!

Subject: Re: UC-1.13 Public Beta 1 Posted by lockie on Thu, 29 Oct 2009 19:54:02 GMT View Forum Message <> Reply to Message Great to see this finally out there Wil , It's in the Downloads section Folks...

(Nice to see you too Scorp5001)

EDIT : It's installed and working using VFS , player speed seems rather fast though ?

Subject: Re: UC-1.13 Public Beta 1 Posted by Wil473 on Fri, 30 Oct 2009 13:15:31 GMT View Forum Message <> Reply to Message Thanks everyone, and it is good to hear from you too Scorpion.

Sorry, I left 4 of the 5 ...Turn_Speed_Up_Factor settings in Ja2_options.ini on maximum speed. In testing I wanted to speed up the non player turn movements. I have it changed for the next release already, hopefully it will be an enhanced graphics pack instead of a major bug fix. Just need to sit back and see what needs to be adjusted.

Subject: Re: UC-1.13 Public Beta 1 Posted by Scheinworld on Fri, 30 Oct 2009 14:25:33 GMT View Forum Message <> Reply to Message

Page 1 of 203 ---- Generated from The Bears Pit Hello,

Every man who spends many years of work, effort and lifetime into a modding project for free has probably earned a little public "thank-you"! Who couldn't understand this better than Scorpion? So it's probably the right moment (and surely no fortuity ) for writing official post No. 5001 and congratulating just now.

I don't want to be an exception: My respect and congratulation Wil (also @ your co-helpers) for the public beta release of the Urban Chaos-1.13 Hybrid! I'm sure you'll give many JA2 fans worldwide many happy hours!

Thank you and best regards; Schein

Subject: Re: UC-1.13 Public Beta 1 Posted by Randok on Sat, 31 Oct 2009 18:29:56 GMT View Forum Message <> Reply to Message First thanks for Hybrid. I have problem. I can not to do Save game- Error writing map temp files.

Subject: Re: UC-1.13 Public Beta 1 Posted by lockie on Sat, 31 Oct 2009 19:25:27 GMT View Forum Message <> Reply to Message My install works / saves just fine , both UC 1.13 and DL 1.13...., try a reinstall Randok .

Edit: Should have added , both work through VFS and Mod Loader , are you using this ?

Subject: Re: UC-1.13 Public Beta 1 Posted by Randok on Sat, 31 Oct 2009 20:37:39 GMT View Forum Message <> Reply to Message Quote:try a reinstall Randok I done it. I done Quote:Extracting the Needed Files from the Original Urban Chaos Mod 1) create an easy to find folder named "UC Target" 2) copy the ja2.exe file from the 1.13 install into the "UC Target" folder. 3) launch the original Urban Chaos installer, and direct it to ja2.exe in the folder named "UC Target" and run. This will unpack all the original Urban Chaos files.

Installation 1) Inside UC Target folder, find folder

Page 2 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta 1 Posted by lockie on Sat, 31 Oct 2009 22:17:13 GMT View Forum Message <> Reply to Message The ini editor , you should have data folders and exe.'s for various mods here , read up on it . Handy tool and saves on many installs if you are short of space on hard drive . http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=201247&page=1# Post201247

Subject: Re: UC-1.13 Public Beta 1 Posted by rattus on Sun, 01 Nov 2009 11:12:51 GMT View Forum Message <> Reply to Message Outstanding wil473!!!! My life is now (almost) complete!

Apart from changing the speed, do I need to change any other INI settings?

Thanks

Vermin

Subject: Re: UC-1.13 Public Beta 1 Posted by Wil473 on Sun, 01 Nov 2009 15:03:18 GMT View Forum Message <> Reply to Message I'm not yet aware of any other adjustments needed. You might want to bump up the effects of the HAM settings (I have them on less than half power). Or you might want to turn them off as I believe was default for SVN 1.13.

The only one you shouldn't touch is the Crepitus one, leave it off.

Subject: Re: UC-1.13 Public Beta 1 Posted by wanne (aka RoWa21) on Sun, 01 Nov 2009 21:31:28 GMT View Forum Message <> Reply to Message Great work wil473.

The only thing I noticed is the missing "ja2_mp.ini" file inside the profiles folder of the mods. On startup it complains about the missing file.

Subject: Re: UC-1.13 Public Beta 1

Page 3 of 203 ---- Generated from The Bears Pit Posted by Kriplo on Sun, 01 Nov 2009 23:06:58 GMT View Forum Message <> Reply to Message Mods for 1.13 magnificent, going to download right now. Thanks and thanks again

Subject: Re: UC-1.13 Public Beta 1 Posted by rattus on Mon, 02 Nov 2009 13:12:12 GMT View Forum Message <> Reply to Message Okay, bear in mind its a loooong time since I've played JA2/UC! Nothing significant so far!

1) UC start video doesn't play although Pay Intro video is set to TRUE.

2) E-mails are from Enrico instead of Dunlap (I think this might be a UC issue).

3) Laptop is tiny and hard to read (my eyes aren't good!) regardless of resolution. (I think this may be a JA2.exe issue).

Regards

Vermin

Subject: Re: UC-1.13 Public Beta 1 Posted by Wil473 on Mon, 02 Nov 2009 17:08:03 GMT View Forum Message <> Reply to Message Looks like there were a few things I forgot to note in the FAQ, thanks Vermin.

1) For some reason the UC start video doesn't like 1.13, thankfully it doesn't end the game at that point. 2) That's something that needs to be externalized

Progress is good on the next version: - implemented the shotgun choke/spread pattern stuff from the SVN 1.13 - Two shot guns that use detachable magazines, Saiga and the SPAS-15, now have 6 round capacity and new magazine graphics (based on the slighly curved KAC PDW mags). Six round capacity was selected as a compromise. - Changed the shotgun reloads so that the cost is approx 7AP/shell loaded (except for the box magazine loaded ones) - Got around to producing LAM + optics sighting complex Big Image graphics - Multilated (MS Paint and Corel Photo-paint) the three AUG A2's into the barrel and component kits needed to convert between all three versions. Now you can tell at a glance what each conversion kit does. - I've added some new magazine graphics: -- Kaerar's 9mm doublestack mags as .45ACP doublestack mags (added a pair of chubby pistol

Page 4 of 203 ---- Generated from The Bears Pit bullets to the corner, left colour as is) -- Kaerar's 9mm doublestack mags have been darkened (20% gamma in Corel Photo-paint, and added a pair of pistol bullets to the corner) -- Edited versions of the original Urban Chaos 7round .45ACP pistol mags have been added for all in-game .45ACP ammo types -- Heavily darkened (shiny black) versions of the original Urban Chaos 7round .45ACP have been added to reperesent 9x19mm 8round pistol magazines -- finally got around to fixing the FRAG-12 Big Image graphics (I cut/paste/streached the 40mm Smoke grenade into a shotgun shell shape) -- The above mentioned 6round 12guage magazines

So far it all seems savegame compatible (even with the addition of some magazines).

Subject: Re: UC-1.13 Public Beta 1 Posted by dbonar on Fri, 06 Nov 2009 10:49:07 GMT View Forum Message <> Reply to Message Not working at my end. The Data-UC folder has a zip file that 7-zip says needs a password. WinRar doesn't ask for a password but it can't open the file either. I've copied this folder (with its seemingly compressed file) over to the working root of JA2. The game starts fine but crashes on going to the tactical map saying it is missing a tileset.

Subject: Re: UC-1.13 Public Beta 1 Posted by Wil473 on Fri, 06 Nov 2009 13:11:37 GMT View Forum Message <> Reply to Message Why is the 7-zip program involved with "Data-UC" folder? 7-zip is only needed to decompress the Hybrid's folder "Data-UC113" where nothing should be password protected. "Data-UC" is the data folder that contains the original Urban Chaos "Data" folder's files, and should have been extraced by using the original Urban Chaos installer.

Subject: Re: UC-1.13 Public Beta 1 Posted by lockie on Fri, 06 Nov 2009 22:21:55 GMT View Forum Message <> Reply to Message Best to have made a working install of original UC , then copy / paste data folder . ( Same for DL 1.13 hybrid)

Subject: Re: UC-1.13 Public Beta 1 Posted by dbonar on Sat, 07 Nov 2009 01:01:58 GMT View Forum Message <> Reply to Message

Page 5 of 203 ---- Generated from The Bears Pit 7 zip was involved when the unextracted file showed up as a 7zip file.

It seems that the UC extractor hiccuped when I did it last night. Today it worked fine and everything seems set.

Subject: Re: UC-1.13 Public Beta 1 Posted by LoMac on Sun, 08 Nov 2009 03:19:49 GMT View Forum Message <> Reply to Message Hello...

I really like this hybrid mod, very creative and engaging...

I am not sure if this goes here, but I have taken 3 sectors in Galleo and loyality is still only 17%. Is this normal or do I have a glitch?

Subject: Re: UC-1.13 Public Beta 1 Posted by rattus on Sun, 08 Nov 2009 05:59:10 GMT View Forum Message <> Reply to Message This is fun! The folks at Calisto sure gave me a hard time!

4) Curious error probably caused by me accidently pressing several keys at once. Picture here:

A similar key mash caused a CTD later. (Need to slow down!)

This is fantastic game!

Subject: Re: UC-1.13 Public Beta Discussion 1 Posted by Wil473 on Sun, 08 Nov 2009 18:28:20 GMT View Forum Message <> Reply to Message MadMarcus - Good to hear you got it working

LoMac - 17% loyalty with 3 sectors taken is normal.

Vermin - What is your game progress? Are the CTD's chronic? Are the CTD's frequent at your current progress?

By the way a few things I should have put in the FAQ:

Origianl Urban Chaos Bugs - If you don't visit Calisto after landing, Factory Foremen might go missing.

Page 6 of 203 ---- Generated from The Bears Pit Has anyone put together the flamethrower (from parts made available in Calisto)? Should I put some hints about this combo merger (like old X-Ray detector, you have to attach one item before merging another item) and the one for the flamethrower ammo?

EDIT: forgot to change the name of the thread slightly.

Subject: Re: UC-1.13 Public Beta Discussion 1 Posted by lockie on Sun, 08 Nov 2009 20:14:50 GMT View Forum Message <> Reply to Message I've been playing DL and UC hybrids , no problems so far :crossed:

Wil , have you another project in mind or might you attempt a hybrid of some of the other Vanilla mods ? Your adoring public might even thank you !!

Subject: Re: UC-1.13 Public Beta Discussion 1 Posted by LoMac on Mon, 09 Nov 2009 05:40:32 GMT View Forum Message <> Reply to Message Thanks wil473...

Subject: Re: UC-1.13 Public Beta Discussion 1 Posted by Wil473 on Wed, 11 Nov 2009 00:20:20 GMT View Forum Message <> Reply to Message A new revision of the Hybrid, v20091110b, is now available. Due to the relatively small size (approx 20MB) I've dispensed with a patch and just released a full Data-UC113 folder. One thing I forgot to note in the version history is that I've fixed some of the items availablity (some items were disabled when the project took a detour into Alruco as part of troubleshooting some bugs). Otherwise, as there have been little mention of bugs (that can be fixed by editing data files) this release is mostly graphical in nature. It may even be savegame compatible, but I haven't fully tested this.

Lockie, next project will be to start work on a version of they UC Hybrid that makes use of the facility and sector labling capabilities offered in HAM 3.6.

EDIT: Hold with the new version, looks like I forgot the new XML's...

EDIT2: OK, please proceed with the replacement: v20091110b

EDIT3: I've reorganized the esnip folders so that current releases are in one folder, archived mods are in another, and bug savegames a third.

Page 7 of 203 ---- Generated from The Bears Pit Archived Mod Releases http://www.esnips.com/web/ArchivedDL-113FSandUC-113Hybrids

Bug related savegames http://www.esnips.com/web/BugReportUploads

Subject: Re: UC-1.13 Public Beta Discussion 1 Posted by dbonar on Thu, 12 Nov 2009 03:32:30 GMT View Forum Message <> Reply to Message Using the older version not yesterday's patch I found a Bizon with a NADA attachment in the upper right square of Calisto. Other then that the hybrid seems flawless. Thanks!

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 12 Nov 2009 15:23:14 GMT View Forum Message <> Reply to Message I missed that Bizon after I renumbered all the items. I went through all the items placed in the maps in the map editor, but I missed that one. Everyone, please advise as to any other occurrences of NADA attachments by Map number, and who (faction) or where in the map the item was dropped.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Fri, 13 Nov 2009 19:57:23 GMT View Forum Message <> Reply to Message I Went to go on underground Atremo A9 , CTD....

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 14 Nov 2009 04:17:49 GMT View Forum Message <> Reply to Message Lockie, is the CTD on entering A9 underground repeatable? Is your attempt to enter A9 immediately following your game start (landing and militia battle while you're unarmed)? Have you tried to enter the subway from A10?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Sat, 14 Nov 2009 10:51:59 GMT View Forum Message <> Reply to Message

Page 8 of 203 ---- Generated from The Bears Pit It was after moving out of sector , then back , I will try repeated entry also from other points .

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Sat, 14 Nov 2009 11:46:15 GMT View Forum Message <> Reply to Message A9 a total bust , repeated failure (runtime error , asssertion failure line 215 , number of enemies in sector message)

A10 fine , no problem .

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 14 Nov 2009 15:16:25 GMT View Forum Message <> Reply to Message Interesting assertion failure. Just to fill in some more details, did you previously clean out the subway hooligans? I'm suspecting you're running into something related to the whole garrison goes missing after you have a victory in the underground level bug. I do not believe the current SVN release includes Headrock's fix, though one of the later HAM versions may. I have not had time to take a look at HAM 3.6alpha yet, but that is the next project goal.

EDIT: An Admission - I usually go directly from from landing in A9 to the subway after speaking to the airport manager, Carmen and recruiting Rosebud. Yeah I know, poor game testing... I was more interested in wheter the roaming patrols I added could substitute for the missing garrison on an acceptable basis.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Sat, 14 Nov 2009 15:38:30 GMT View Forum Message <> Reply to Message 1st time going down to subway .

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 23 Nov 2009 05:28:36 GMT View Forum Message <> Reply to Message On taking a break from some indexing work, I've decided to work on creating some upper recievers for AR-15 variants. This will give the player something to do with all the CAR-15's that the Urban Chaos storyline mandates.

Does anyone remember who did the following images, so that I may obtain permission for the modifications which will provide for the Upper Recievers:

Page 9 of 203 ---- Generated from The Bears Pit - .50 Beowulf rifle - HK416 (Gun 165) - M4 (Gun 264)

I'm also trying a different implementation of the folding stock with the HK MP7. This involves the addition of modified versions of the MP7 image currently in the SVN. I think Coolberg is responsible for the MP7. To Coolberg or the artist responsible, may I have permission to add a modified version for the MP7 with stock deployed and the grip extended.

On another front, what is this I hear about a fourth voice set for the IMP's? Is it a male or female voice? Both? This existing voice set could be used for a few things. If the voice is female, then it could be used to replace some of Ehili's lines, or replace the 3rd female IMP voice so that it no longer is identical to Jubilee's. If male, then it could be used to construct a new M.E.R.C. to replace Tex who is already in Danubia according to the storyline.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Mon, 23 Nov 2009 07:13:14 GMT View Forum Message <> Reply to Message it's the fourth male imp from ub - here (the .edt is included - also d/l bru for renaming /don't drag & drop)

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Starwalker on Mon, 23 Nov 2009 09:23:16 GMT View Forum Message <> Reply to Message wil473Does anyone remember who did the following images, so that I may obtain permission for the modifications which will provide for the Upper Recievers:

- .50 Beowulf rifle Lisac wil473- HK416 (Gun 165) Tbird wil473- M4 (Gun 264) Lisac

I tend to note down which artist did what gun, so I should be able to answer this question for most of basic 1.13's guns

Page 10 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 23 Nov 2009 17:06:23 GMT View Forum Message <> Reply to Message Thanks Starwalker. I'm also planning on adding modified versions of the H&K XM8's to represent the parts kits. Right now using the same image for both the parts and the actual gun has confused me a few times, though no one testing has complained yet. Plus there are some guns that come in multiple calibres that I'd like to do simple magazine mods to differentiate between.

Who should I be begging permission from for the: XM8 family, Magpul PDW, Olympic Arms K-series of pistol calibre AR-15 variants and the Robinson XCR (I seem to rember getting permission for modifying the last two, but I can't remember from who).

Due to my lack of skill, all the edits will be done with a combination of MS Paint (cut & pasting, plus pixel by pixel edits), and Corel Photopaint (gamma adjustment).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Starwalker on Tue, 24 Nov 2009 08:57:08 GMT View Forum Message <> Reply to Message wil473Who should I be begging permission from for the: XM8 family, Coolberg wil473Magpul PDW, Tbird wil473Olympic Arms K-series of pistol calibre AR-15 variants Are there any in basic 1.13? The only AR-15 variant in a pistol caliber that I can think of at the moment is the Colt SMG. wil473and the Robinson XCR Marlboro Man

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 24 Nov 2009 16:59:40 GMT View Forum Message <> Reply to Message Thanks Starwalker. On double checking the OA SMG, it is graphic gun337, though I don't believe it is in use in the main SVN JA2.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Starwalker on Wed, 25 Nov 2009 08:00:47 GMT View Forum Message <> Reply to Message

Page 11 of 203 ---- Generated from The Bears Pit wil473Thanks Starwalker. On double checking the OA SMG, it is graphic gun337, though I don't believe it is in use in the main SVN JA2. That pic was made by Tbird, as a 10mm version of the Colt SMG.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 26 Nov 2009 03:41:56 GMT View Forum Message <> Reply to Message Thanks again Starwalker. The Hybrid includes Olympic Arms as they do manufacture and market 10mm, .40S&W, .45ACP and other pistol calibre AR-15 uppers. The Colt SMG is only in 9mm I believe.

Ok so for my current list of MS Paint mods are:

TBird: pistol cal AR-15 variant, Magpul PDW, HK416 MarboroMan: Robinson XCR (this one is a reconfirm I think, otherwise my appolgies) Coolberg: XM8, MP7 Lisac: M4 and .50 Beowulf

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by okashii on Sun, 29 Nov 2009 16:00:42 GMT View Forum Message <> Reply to Message Awesome work on the Hybrid wil473 =] Im really enjoying playing it. [For 3 days in a row I have found myself playing untill realising its 3am ]

I know this is still a Beta and I can handle most crashes by either end-task-ing or re-loading older savegames if things go too bad, but now that I am quite far in the game I have encountered a more serious problem - I have 7 cities in total with lots of militia and in some cases the game freezes just when auto-resolve starts (when the red pannel appears, just before militia vs. enemy yellow pannel)

In some cases auto-resolve does work no problem, in some I only can reload the game and pray that the enemy attacks a different sector and it will not freeze on auto-resolve.

I know that one solution would be to intercept the enemy attack before they reach the city but I'm playing a solo sniper and I can't get everywhere in time, plus I still need to concentrate on attacking the rest of the cities, re-arming my gear etc. so I can't be everywhere.

Is there any way to fix this auto-resolve bug? any info would be great

Worst case scenario would be to start the game all over but since it all seems random I dont know what cities are safe to capture and hold.

Page 12 of 203 ---- Generated from The Bears Pit [note: Gotham seems to be freezing always on auto-resolve when the enemy attacks.]

Plese help *^_^*

Update : I was worried Im stuck but it seems the solution is to keep alt-tab, end-task, reload save untill the game doesnt freeze on the next auto-resolve even if its still the same sector being attacked.

One other thing [not a problem to me but just pointing out]: At weapon salesmen I have a CTD whenever I click the down arrow to see the last page of items they are offering [should be stuff like weapon add-ons] this is consistent in two cities now. [This does not happen when Im browsing the items from Tony]

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 30 Nov 2009 05:15:15 GMT View Forum Message <> Reply to Message That Gotham lockup was plaguing me as well. I am considering setting some of the city sectors back to being unable to train/garrison militia, including both ends of Gotham.

From your description of the merchants that CTD on inventory, it sounds like you are having problems with the Bobby Rays (sporting goods) clerks. Two things to try:

1) If you haven't already updated, download the current version of the mod, and be extra careful about overwriting the Data-UC113 folder.

2) Please send me a savegame from a visit to one of the merchants. I'll see if I can replicate the error, or produce a list of what was in inventory. Contact email is the project gmail account: uc.ja2113.projects

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Starwalker on Mon, 30 Nov 2009 08:44:44 GMT View Forum Message <> Reply to Message okashiiOne other thing [not a problem to me but just pointing out]: At weapon salesmen I have a CTD whenever I click the down arrow to see the last page of items they are offering [should be stuff like weapon add-ons] this is consistent in two cities now. [This does not happen when Im browsing the items from Tony] Most crashes of this type (where browsing a dealer's inventory is concerned) come from a missing picture. The code wants to display a pic for an item on that last page, but the pic is not found -> crash. This most often happens with Bobby Ray; because of the large number of items he offers, a missing pic crash is easier noticed with him.

If it does not happen with Tony, then maybe Tony does not offer that problematic item...

Page 13 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by okashii on Mon, 30 Nov 2009 11:52:55 GMT View Forum Message <> Reply to Message Thanks for the reply guys =] Starwalker is probably right, today I have invaded Drake city and there is another gun merchant there and I had no crashes while browsing his items. some more feedback:

I rally like how you can get different weapons from them [gun merchants] that Bobby Ray [so far no crashes while browsing his shop selection] doesn't offer [like black market kind of thing]

Folding stocks are a nice addition.

The new Action points system [100] is very good [doesn't feel unbalanced] you just have to re-learn what action costs what number of action points

As for the auto-resolve lockups, alt-tab, end-task, re-load savegame method still works for me [phew] sometimes it will lockup 3 times in a row but work on 4th attempt.

Once you get to know how to deal with all the CTD, lockups, corrupt savegames [so far only 3 times & only on quick save] and get back to the game fast without having to do a hard reset the game doesnt feel so buggy [in an annoying "arg! I can't play this #%*$^" kind of way]

Its so much fun to play and so well made [very nice maps] that it feels like an official expansion.

One more thing - before, I have played JA2 1.13 & JA 1.13 Wildfire as a solo sniper but this hybrid really takes the cake when it comes to the amount of enemies [as far as my bodycount number is concerned] Im half way of capturing Drake city, still have to capture whole Island city (not sure how to get there yet) and Adrian [which I fear is gonna be madness]and my kill-count is above 1608! Thats already 500 more than I had after finishing JA 1.13 Wildfire [which was in my opinion harder to solo than JA 1.13]And I still have a lot of places to check that may be swarming with enemies. The number may have been a bit lower if I havent assumed that the police is my enemy from the start [I just assumed they are corrupted police]

Once Im raedy to storm Adrian I will post how much ammo I managed to fit inside a humvee ^^ Place your bets on the total kill-count

Cheers guys, see you next reply/feedback =]

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by okashii on Mon, 30 Nov 2009 21:42:22 GMT View Forum Message <> Reply to Message

Page 14 of 203 ---- Generated from The Bears Pit I think I found a small overlook with the new Action Points System:

Max value is 100 right? [when you are not wearing heavy armor & not carrying more than 100% equipment, not sleepy etc.]

But the Stealth Armor Upgrade [on chest and pants] gives you +10 action points, so the max possible value should be 110.

Can it be changed easily in some ini files?

Thanks in advance for a reply/comment =]

Edit: New lockup, [pretty sure I didnt have this one through half of the game] when a map is loading it sometimes locks-up when the whole bar is filled red. [alt+ctrl+delete & end task still works]

Edit #2: Sadly another new lockup this one happens when you are choosing your starting position on tactical map, when you place your soldier and click Done its sometimes locks up.

Edit #3: Random game lock-ups while fighting in sector O2.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 02 Dec 2009 00:52:29 GMT View Forum Message <> Reply to Message The later half of the game is just crash filled. Personnally selling of deleting unecessary items helps a bit with stability. It is for this reason I am seriously considering rebuilding the UC Hybrid into a smaller experience by cutting down the number of true city sectors.

Less Stuff = More Stability

I've got word back from both Marlboro Man and Coolburg, both are ok with my use of their work as the base. I'm still waiting for TBird and Lisac.

All the MP7 work (graphics and XML) have been completed and tested without major incident. Now to figure out a way to insert this in-game, without being savegame incompatible.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by okashii on Wed, 02 Dec 2009 09:48:59 GMT View Forum Message <> Reply to Message Thanks for the reply wil473 =]

Im in Adrian now so a few stability issues to report:

Page 15 of 203 ---- Generated from The Bears Pit Sector N4 [SAM] lockup at the end of second combat turn [this is probably when enemy reinforcements from adjacent sectors pop up] same thing in sector O5

Im in P3 now, [I couldnt get there with my humvee because the road I was using went through the N4 sector (lockups)]so I packed all the must have gear on my solo sniper and sneak my way down to P3 at night, avoiding any fights. Managed to clear it from all enemies [50+](God bless my P90 smg), no Brenda there of course and there doesn't seem to be any underground levels on P3 so I will have to clear that N4 sam site & fly to the Island sectors [which also means no humvee ammo support :*( ]

I will report if its all doable.

Few questions:

Does the Less Staff = More Stability rule also means the items that are left on the ground after battle in the sector is over? My airport in Drassen is a landfill of ammo, guns & stuff from Bobby Ray's [about 450 items] and after clearing P3 of all th enemies there was 750! items (9pages of stuff) Would throwing it all away to the trashcan help with stability or is that part unrelated?

Second idea - this is a bit more radical but how about removing useless npc's from maps? [I mean just white dot civilians that dont do anything] would that improve stability? [If not it would speed up the loading during combat turns, but on the other hand some people might complaint that the cities and sectors feel like a ghost town]

What about the 110 maximum action points while using the Stealth Armor Upgrades? [edit: I found the ini file where I can change the max AP value to 110 but that just gives me 110AP even without the Stealth armor as long as Im rested and not carrying too much]

Could you post how much disc space exactly should the Ja2 1.13 Urban Chaos Hybrid occupy? [JA2+1.13+Urban+Hybrid] [not counting the save games] That would give me an idea whether or not am I missing any files or have any corrupt ones that are too small in size. Maybe some of the problems are at my end with the install. [Althou you did say the later part of the game is crash filled so I hope its not installation issues]

And dont worry if things end up savegame incompatible I will be happy to test the next version [I still want to play as a knife thrower & as dual pistol user]

Cheers and best of luck on the rebuild =]

Edit: Sadly more stability issues from today's gameplay :

- Missing or corrupt files message while loading map on sector P4 [when I was entering from P3] before I have sneak past that sector no problem

- more lockups on choosing entry positions [mercenary placement] (in some cases it works on 4th attempt for example)

Page 16 of 203 ---- Generated from The Bears Pit - that N4 SAM sector that I mentioned was buggy - enetred it from the south at night, no lockups during fights

- I had to backtrack with my game a little because I was still missing a disc to decode which meant leaving Adrian, now that I went there the second time (to clear out the N4 SAM [re-taken by enemy] and use chopper) I had missing & corrupt files in sectors : M5, N5, O5 [I was there before! >__< more problems: I got the decoded MOC list so I have sneak my wa to sector P5 to catch a ferry (helicopter) to the Island, I got there and have sneak my way to sector P13 where Agent X is. I cleared the sector from all the enemies so that I can talk to him and get the keycard, but when I want to sneak back to sector P12 I get a missing or corrupt files error while loading map -__-'

My last idea is to load a savegame before attacking Adrian for the first time and clear the SAM site so that I can fly to P13 straight away and then to P6 without visiting any of the locations previously.

Let's just hope it works.

More feedback later.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by okashii on Sun, 06 Dec 2009 23:10:01 GMT View Forum Message <> Reply to Message Finally made it

It was great fun =] I liked the ending very much. Only thing I didn't like were those annoying lockups because later in the game they happen a lot.

[notes: sadly I didn't reach 2000 kills but because of the risk of the 'corrupt or missing files' on maps previously visited bug [and risk of more annoying lockups which I started to hate]

I had to skip practicly whole Adrian and Island but thats still A LOT more kills than in my previous solo sniper adventures [1.13 & 1.13 Wildfire]

I played on novice (to see if its even possible) lots of guns (tons of ammo is a must) SF. Weapons of choice - as always my trustworthy P90 (silencer,LAM,adv. reflex sight)[still my fav. weapon - works like a charm] but I decided to change the sniper rifle [I was using VSSK with subsonic ammo in previous games and it was great] but this time ammo was really an issue - a whole assault vest packed with 5 round mags was gone sooner than I could say Eric Robertson [yay

Page 17 of 203 ---- Generated from The Bears Pit Monty Python reference] so in the end I switched to Barrett M501 .50cal and it worked really great. I know its loud as hell but its also very effective and most importantly it has a large mag (11shots). Whats more it has a very neat little feature you can mount a adv. reflex sight on it and fire 3 torso shots per round, on shorter ranges this can be a very useful assault rifle

Small advice: stupidly [I havent played the game for a while] while creating the IMP merc I have chosen Stealth skill, wasnt bad but I really think night ops would have been better. Oh and I advise not to take non swimmer. Spending attribute points on exp pointless if you are going solo, I reached lvl 10 once I reached 1000kills total Dont put more than 35 in leadership, you will gain the rest just by training militia. Hope it helps.

Playthrough wasn't as hard as 1.13Wildfire, especially if you just use the chopper tactic to skip almost all Adrian & Isle fights. Other thing I was worried about were tanks but you can beat the game without even going to a single sector that has them. I did have to train a lot more militia than in the previous solo sniper games thou.

Thats all for now because its getting very late where I am ^^ if you have any questions I will be happy to anwser. As I said before I had a great time playing this hybrid =]

Next target: Deidranna Lives! 1.13 solo

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Sun, 06 Dec 2009 23:23:57 GMT View Forum Message <> Reply to Message @ okashii congratulation for freeing arulco danubia

... you might perhaps consider using the pix and not the thumbs the next time you link screenshots :cloud8: edith: i never get them theatres right

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 07 Dec 2009 00:02:12 GMT View Forum Message <> Reply to Message Well that's two completions of the Danubia Campaign.

Page 18 of 203 ---- Generated from The Bears Pit I haven't gotten around to updating DL-1.13FS yet...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 13 Dec 2009 14:19:50 GMT View Forum Message <> Reply to Message Sorry about the double post but this needed to be announced: The HAM 3.6Alpha patch should not be used. I've accordingly moved the file to archives (for educational use). I'm not sure if Headrock intended or not, but the training of militia requires an ACA facilitytype added to the sector. I can fix it, but I want to do so after tweaking the facilitytpes some more.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Sat, 26 Dec 2009 18:49:07 GMT View Forum Message <> Reply to Message First of all thanks to Will for the mod of the mod (still sounds very weird when you say it...)

Has anybody else noticed that the weapon degradation rates seem to be globally higher using the latest SCI and this mod?

(I know the rates on AR15 based weapons are meant to be higher but this also seems to apply to AK and other SMGs as well)

Edited to Add

Having played around for a few more days...

1) I get a NADA item for all the shotgun chokes (I'm thinking this is something to do with it being added in the latest SCI revision of the game)

2) Does there seem to be a reason for the corrupted files crash? This is happening to me in the same underground sector repeatedly on several playthroughs (the underground station for Sheraton).

3) Playing a game with no income is hard... but I am enjoying it more and more brings things into a much more time critical point of view.

4) If you are going to remove any of the towns as designated cities perhaps Port Kip should be the candidate. Its very very hard to train militia due to town loyalty, perhaps a beefed up police/gang presence to be initially cleared out but no garrisons might be the order of the day.

5) In terms of drop all etc. Does the current HAM 3.6 alpha allow drop all from hostile civilians? If it does it would make sense to have this assigned to the police and gangs (especially playing on

Page 19 of 203 ---- Generated from The Bears Pit insane).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 28 Dec 2009 19:52:50 GMT View Forum Message <> Reply to Message I took a look at the reliablity (the variable which affects how quickly a weapon degrades) and the sample of AK's I examined have Reliablity set to 5, which if I remember correctly is the higest it can be set to.

However there are some changes needed. Revolvers should be more reliable than they are, as should some of the more "simple guns." I'm proposing the following general Reliability expectations in the next update to the mod (delayed due to some hardware changes on order):

5 - Single shot 4 - Bolt action and revolvers 3 - AK family 2 - G3 family 1 - G36 and relations 0 - -1 - -2 - -3 - M16A2/A3 -4 - M4 -5 - L22A2 (SA80 PDW), CAR-15 (UC's in game fiction has a fitting description of why this one is so low)

With respect to the AR-15's, I'm aiming to set it up so that once you start picking up CAR-15's (from the original UC storyline), you will have to choose between upgrading them to somewhat reliable pistol caibre carbines, or wait till the M4 upgrade is available.

EDIT: by the way how are people finding their ability to hit things? I'm itching to drop the accuracy of the AK's a little bit (and probably up the accuracy of the AR-15's).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Mon, 28 Dec 2009 19:59:42 GMT View Forum Message <> Reply to Message Sorry Will you added your reply as I was editing my previous post (didn't want to double post).

Hit chances seem about right to be honest. I would think that making the AR15s any more accurate would be quite imbalancing.

Page 20 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Sturm on Mon, 04 Jan 2010 19:14:44 GMT View Forum Message <> Reply to Message I need help please .Game is locking up when I make my IMP.Looks like it is installed ok . just when I male my IMP and go to pay for him it locks up.Playing with Vista .Anyone can you please help.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Mon, 04 Jan 2010 19:32:40 GMT View Forum Message <> Reply to Message move it from C:\ to somewhere else and/or play as admin

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Sturm on Mon, 04 Jan 2010 20:05:09 GMT View Forum Message <> Reply to Message Logisteric: thanks for the add vice move it to desk top still doing same thing.Maybe I changed something I shouldnt have .i'll keep trying.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Mon, 04 Jan 2010 20:06:47 GMT View Forum Message <> Reply to Message desktop is C:\ move it to another partition (such as D:\)

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Sturm on Mon, 04 Jan 2010 20:22:31 GMT View Forum Message <> Reply to Message Still no luck.Im a dummy when it comes to this stuff Thanks for your help.I;ll keep trying game plays without IMP maybe Ill just use AIM and MErc.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Mon, 04 Jan 2010 20:24:57 GMT View Forum Message <> Reply to Message as it looks vista does not allow you to write to your hd => it won't allow you to save

Page 21 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Sturm on Mon, 04 Jan 2010 20:29:36 GMT View Forum Message <> Reply to Message I have newest 113 did this need a older version of 113

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Mon, 04 Jan 2010 20:37:53 GMT View Forum Message <> Reply to Message no - try right-click on the exe sth likr "run as admin" should solve it. i don't know how it's called exactly - don't have vista - i'm only kaerar's parrot here

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Mon, 04 Jan 2010 20:46:09 GMT View Forum Message <> Reply to Message I run Vista , no problems after "run as admin" either , although I do have UC1.13 in another (external) drive .

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Sturm on Mon, 04 Jan 2010 23:04:17 GMT View Forum Message <> Reply to Message everthing in game runs fine .It just won't let me make IMP's.for some reason.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Tue, 05 Jan 2010 20:10:33 GMT View Forum Message <> Reply to Message A few more bugs and oddities:

Toggle SpoilerThe 2 x Minimi LMG given you after the ambassador quest eject 100 round CMAGS when first unloaded. When police turn hostile in a sector (ie if you shoot one of them preemptively) only some of them will turn hostile. Probably due to how the factions are all inter related. Have they been externalised? Occasionally when entering the Calisto mine sector for the first time the mine manager will not appear. Seems to only happen if the police are already hostile to you.

I also removed the garrisons and ability to train militia from Port Kip and Atremo. Anecdotally this does seem to have made the game much more stable. Likewise not allowing huge numbers of

Page 22 of 203 ---- Generated from The Bears Pit items to stack up in sectors also seems a great help.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 08 Jan 2010 17:14:37 GMT View Forum Message <> Reply to Message Tango, it sounds like the missing mine manager bug from original UC. Are you hitting Calisto before any of the other cities with factories? After Atremo, you must go to Calisto or else the bug occurs.

The police seem to go hostile based on proximity to your action to trigger the hostility, and time. As the original UC storyline seems to imply the only way to complete the Miranda quest is a shootout with Port Kips corrupt (but not like the other cities') cops; I set up several triggers for them to go hostile first.

Anyone here know the min and max values for: Reliability and Repair Ease? From the +P+ ammo work, I know I cannot go below -5 for Reliability or gun becomes indestructible, but what is the ceiling (max)?

EDIT: Taking a look at COS 912 I'm seeing much higher values in use, ie. AK-74 at +8 reliability. Is 8 effective (does JA2 treat this as a valid Reliablity, or does it default to 0?). The higher I can go without the either the XMLEditor or JA2 imposing a ceiling, the better I can differentiate guns.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by the scorpion on Fri, 08 Jan 2010 20:43:40 GMT View Forum Message <> Reply to Message wil473Tango, it sounds like the missing mine manager bug from original UC. Are you hitting Calisto before any of the other cities with factories? After Atremo, you must go to Calisto or else the bug occurs. what exactly is this bug? it doesn't sound as if it was impossible to overcome :whoknows:

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by dzeller on Tue, 26 Jan 2010 22:02:27 GMT View Forum Message <> Reply to Message Just wanna say nice work!

Is there any plan to update the beta in the coming days/weeks?

Page 23 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 27 Jan 2010 16:32:02 GMT View Forum Message <> Reply to Message Thanks.

I'm cleaning up the XML's (moving some of the new items so that they fit into my placement scheme in items.xml). An intirm release should be ready in a week or so.

- XML based bugs identified in this form worked on - reducing the number of "real" city sectors in a bid to stall the onset of the late game crashes - AR-15 Upper recievers - new MP7 stock scheme (pilot project for perhaps other machine pistols and perhaps medium size guns that can with moderate suspension of disbelief be wielded single handed when the stock is out of the way) - UC113HAM 3.6alpha test files included but kept out of the way unless you want to give it a try

Ultimately I am trying to put together all of my previous works into a single download: - VFS allows a single graphics folder to be shared - I'll finally get around to updating DL-1.13FS (you'll still need to download seperately, unpack add the original Diedranna Lives! Data folder; same with Urban Chaos) - Updated Folding Stock test mod set in Alrulco but in several flavours based on who you think Diedranna has as her prime vendor (Russia, US, Western Europe or all of the above)

EDIT: New release now available v20100201, includes XML files needed for UC-1.13 to use HAM 3.6Alpha (available in separate download).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Fri, 19 Feb 2010 17:54:13 GMT View Forum Message <> Reply to Message hey, after playing the original UC recently i thought to give this hybrid a go, and so far it seems pretty awesome. Thx 4 your work man!

However, i do have some questions^^

1. Do silencers need the threaded barrel to work? It is said in the description, but my point is if a silencer is useless without the barrel? Do i have to attach the barrel, or do the guns already have it?

2.Stocks Well i know the stocks from 1.13 but my problem is that i dont see any stat change on the weapon info with/without stock. Is that supposed to be like this or just not fully functional?

Page 24 of 203 ---- Generated from The Bears Pit 3.Cities Do i have to conquer every named sector to hold the town/trigger the cutscene?

4.Milita in Atremo/Port Kip Can this be deactivated? My point is, that the AI now invades thoses sectors instead of not bothering with it like before. Actually the AI seems to move troops from the country there, on my way to Callisto i didnt had any fights, prolly cause they all hang out in Atremo now. Does the AI leave those sectors alone if i turn off the militia? And if so, how does one do that?^^

Thx!

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 19 Feb 2010 19:53:14 GMT View Forum Message <> Reply to Message Yay, feedback finally on the folding stocks...

1) Guns with a Threaded Barrel (TB) should have that noted in the description. It is really a shorthand that allows the player to read off what attachments are possible, though it is now redundant in the face of recent .exe features.

2) My stocks should be different from regular 1.13 and yes you should see a difference in the stats.

Overall: Deployed Stock = Better CTH Retracted Stock = Better ROF No Stock = Worse CTH and Worse ROF which gun are you seeing this lack of effect on.

3) Yes

4) The AI's need to garrison/re-take a sector is seperate from which sectors can take militia. Which cities permit militia is controled from cities.xml.

ArmyComposition.xml gives priority to which sectors get garrisoned/retaken, however I reused the same compositions for several sectors... This one is going to take some work to give a satisfactory fix.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Fri, 19 Feb 2010 20:33:34 GMT View Forum Message <> Reply to Message

Page 25 of 203 ---- Generated from The Bears Pit Thx for the kind&fast response,

1. Okay so a TB is not an attachement itself, it just is a description thing to see if silencers are mountable, right? I directly nicked the silencer in Atremo but it wasnt really silent IMO, that lead me to the whole confusion. In hindsight it may had to do with it beeing damaged to under 30%.

EDIT: Should the KACPdw accept a silencer??

2. Well im at day 3 now and have 3 Calisto sectors, so i found 3 guns with stocks so far. The Scorpion, the Vityaz(Ehli

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 19 Feb 2010 23:51:12 GMT View Forum Message <> Reply to Message You just caught me on a good day, otherwise I was planning on returning to actively monitoring this thread in March.

3. Subway hooligan loadout should be the same as old UC (ie. Spectra and AK in the first two subway maps you're supposed to visit).

3.1 Did Vanilla UC have that problem too? A long time ago The Judge (who sadly is no longer active these days) found out that the gunrunner respawn happened if all civilians (which they are but with a faction set) are wiped out. The solution was that I added a cow (neutral faction) to the map (ie. lower right corner of B14)

Map B14 is the PDW themed map. I've tried to have a theme for each gun runner camp just so the player won't get bored of just Russian/Soviet gear. Yes, the reward is somewhat overwealming, but at the same time you won't be finding resupply of ammo from BR's/Tony till mid-late game. Well not unless you decide to visit the beach early...

5. Excellent someone has found the garden sprayer. Without spoiling things, there are two triple-item-mergers (one item attaches to a second to allow a third item to complete the merge, like the x-ray device) that need to be performed. The Garden Sprayer and the Herbicide are the base items to which everyday items attach to produce something fun... and its ammo.

EDIT: The folding stock on smaller guns, ones small enough to concievably be weilded single handed have always been a problem. The next version is going to see an overhaul of the system for smaller SMG's where: - the gun item itself changes when the stock change is done (this will allow some refinement to the stats) - MP's with stock extended no longer can be weilded single handed

Just remember that a stock item (either of them) should always be attached to the gun when firing, if not for Role Playing reasons, but as there are penalties for having no stock.

Page 26 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Sat, 20 Feb 2010 00:47:43 GMT View Forum Message <> Reply to Message Oh, lucky me^^

3.Could be, forgot about the spectra though

3.1 now i know where the cow sounds came from^^

Okay i understand what you wanted to achieve with the gun runners, and i like the idea. At some point in UC i really got bored by the weapons. True i cant get ammo but then again BR has some pretty good stuff right off the bat, i just need some money to buy&try it all. I was quite baffeld by the good stuff i could order on day 3...

And to reach the beach i have to make a longer trip, so thats off for later. I actually stored some of the guns and went on using my crap guns for the next fights, but im gonna blow that HP ammo when i attack the SAM^^ Balance is very much a matter of preferance, but i like to have a bit of a challenge gun-wise.

5. Ah, i havent found the sprayer just bought the "Ammo" of that china lady, ill keep my eyes open cause it sounds very cool to me!

Could you say a couple of words on my 2nd question? Maybe you didnt see my edits.

6. Also i would like to ask you how big the ACC value of a gun influences your shooting. May sound dumb, but some guns have like -3 ACC but are good in everything else, and i just cant get myself to use them cause of that -3. am i too picky?

thx 4 your support, need sleep now regards

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 20 Feb 2010 01:04:17 GMT View Forum Message <> Reply to Message Oh, I think I know what you're saying in 2 now, what you are seeing is an extra penalty I put in to encourage people to keep a stock item attached (as the feature does kill off one of the four attachment slots). The AP cost to fire with no stock at all should be excessively high.

Page 27 of 203 ---- Generated from The Bears Pit gun(stock item missing) = worse AP cost gun + Extended Stock = reasonable firing cost, should be comparable with a fixed stock version of gun gun + Folded Stock = firing cost should be the least

EDIT: on checking, this should only be the case for the AR size stock item. (sorry I should keep better notes of what I've been doing and intending) All folding stock AR's and bigger folding stock SMG's have an built in -10% General AP Reduction bonus (meaning 10% AP increase). This is countered with the Stock items. +10% = 0 when the extended Stock is attached +35% = 25% reduction when the folded Stock is attached

EDIT2: on further examination, I think I messed up the Extened Stock(AR) AP reduction bonues; there should be more than just a general AP bonus as I have -10% bonus on Ready, Burst and Autofire for all the guns that take this stock set.

OK this is what I'm going to do (in March): I'm going to create a double of each gun that takes a stock for display purposes in BR. A gun that is delivered from BR's will not be able to fire until you swap the stock mode once. This way I can simplify the folding stock penalties, not worry about misrepresenting the Gun in BR's, and penalize the player who thinks they can get away by having no stock attached to recover that fourth attachment slot...

By the way, the PP-19 Bizon uses a full size AR stock item, same with the AKS-74U, even though the SMG stock item picture is that from AKS-74U/PP-19. I'll change the pictures in March as well as the MP size stock items have a new graphic of sorts available.

EDIT 3. By the way, thanks. This is the kind of feedback I need to sort out bugs in the whole folding stock concept. Just remember as an example: AK-47 and AKS-47 (with stock extended) should have more or less identical stats. Till I make some fixes this isn't the case yet.

EDIT 4. Oh and to make up for the stock system killing off one attachment slot, I've been toying with the idea of a pseudo-NGAP system invovling attachments and mergers.

5. I thought you had found it already, sorry if I spoiled the surpriese. Based on your progress, you've visited the map where the garden sprayer is.

EDIT (I forgot 6.) 6. Earlier on in testing I actually had even lower accuracy values, but the beta testers warned me off of that. I view that Accuracy value as the gun's intrinsic accuracy based on layout, quality, etc... Range could have been used to control a weapons accuracy, but that is something I decided to conjure up based on barrel length and ammo type (which incidentally are also the primary considerations for base weapon damage).

Page 28 of 203 ---- Generated from The Bears Pit EDIT (Leaving a Technical note):

This is how the Folding Stocks are supposed to work (in March 2010)

Base AR Style Weapon Penalties To-Hit General -25% To-Hit Burst -30% To-Hit Auto -30% AP Reduction General -75% AP Reduction Ready 0% Result = Player will want to keep a stock attached

Collapsed AR Style Stock To-Hit General +5% (On Gun = -20%) To-Hit Burst -5% (On Gun = -35%) To-Hit Auto -5% (On Gun = -35%) AP Reduction General 100% (On Gun = 25%) AP Reduction Ready 75% (On Gun = 75%) Result = Faster Gun for Less CTH

Extended AR Style Stock To-Hit General +25% (On Gun = 0%) To-Hit Burst +30% (On Gun = 0%) To-Hit Auto +30% (On Gun = 0%) AP Reduction General 75% (On Gun = 0%) AP Reduction Ready 0% (On Gun = 0%) Result = Stats match the gun's fixed stock equivalent (AK = AKS)

Base MP Style Weapon Penalties To-Hit General -5% To-Hit Burst -5% To-Hit Auto -5% AP Reduction General 0% AP Reduction Ready 0% Result = Player has incentive to keep stock attached, but not terribly critical

Folded MP Style Stock To-Hit General 5% (On Gun = 0%) To-Hit Burst 5% (On Gun = 0%) To-Hit Auto 5% (On Gun = 0%) AP Reduction General 0% (On Gun = 0%) AP Reduction Ready 0% (On Gun = 0%) Result = stats comparable to MP's like the Stenkin APS

Deployed MP Style Stock

Page 29 of 203 ---- Generated from The Bears Pit To-Hit General 10% (On Gun = 5%) To-Hit Burst 10% (On Gun = 5%) To-Hit Auto 10% (On Gun = 5%) AP Reduction General -25% (On Gun = -25%) AP Reduction Ready -50% (On Gun = -50%) Result = slower gun vs higher CTH

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Sat, 20 Feb 2010 21:35:47 GMT View Forum Message <> Reply to Message Hey, soo lets discuss stuff

-Stocks

On SMG`s im totally with you. They are not intended for precise fire and having the option off making them a bit faster to draw&shoot, for the cost of acc would be cool. So IMHO a folded stock should give draw bonus and a bit of penalty(-5) to hit, cause its not that different to aim with a folded stock or none at all. Look at an AKSU or the Bizon, both fold the stock to the side of the gun, no benefit from having it that way, compared to have none at all. While this is not true for all SMG

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 21 Feb 2010 16:57:06 GMT View Forum Message <> Reply to Message I'm free for a few min so I'd thought I post a reply. I won't be regualarly vising the forum till March however.

Futher clarification on the stocks: One thing to remember that the SMG stock is really a Machine Pistol Stock. MP5's, Bizon, AKS-74U they all use the AR stock system. Hazmat I think you got the idea of why I'm doing things the way I am: - for bigger guns, like AR's, folding stock out of the way effectively reduces the bulk of the weapon, reducing AP costs but also CTH. - for Machine Pistols, folding out the stock makes it less handy but more stable, increasing AP cost and CTH.

Also having the stock out of the way, I'm treating as an "abbreviated" firing stance. ie. You are in a hurry and you are taking shortcuts, by not using the weapon to its fullest potential (max aiming).

Page 30 of 203 ---- Generated from The Bears Pit Now one thing that the next version is going to have for Machine Pistols is that the process to extend the stock changes the gun as well. I've tested this on the MP7 and am happy; there are no unexpected changes to status or attachments. You will notice in the current release that the MP7 picture changes, as do certain built-in stats. With the stock pushed in, the MP7 can be dual weilded but does not have a foregrip bonus. With the stock pulled out, the MP7 is two handed but it has the foregrip bonus.

I'm proceeding with this system on the other Machine Pistols, so when possible I'm going use MS Paint and GIMP to hack the stocks out into a deployed state. Just as I got Coolberg's permission before creating a stock extended/Grip unfolded MP7 I still need to get permission from the artists of the following:

Skorpion vz.82 (Gun152) AEK-919K "Kashtan" (Gun151) IMI Uzi (Gun127) IMI Micro-Uz (Gun53) IMI Mini-Uz (Gun227) Ingram M10/9 (Gun105) Ingram M10 (Gun10) SR-2 Veresk (Gun125)

5. Have you taken a walk in the park to the west of Betty's store (C13)?

CAR-15 -speak to Smitty in Port Kip, that and I needed something to represent the ordinary gun with a bad rep for reliability

BR Progress -that depends on your opinion on Machine Guns and Sniper Rifles

Calisto SAM Cutscene -I remember that one working for me.

Commando Vest Upgrades -the LBE upgrade path replaced the old one involving limited Commando kits

Upper Recievers -I made them as weapon class items so that they show up in BR's in the right place and display the attachments. (I was lazy and just copied the gun item.) They cannot fire as I've set the cursor to invalid. If they can that is a mistake that I need to look into.

Claudia -she isn't on Carmen's list

Page 31 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Tue, 23 Feb 2010 12:48:47 GMT View Forum Message <> Reply to Message Hey, its allright im also just casually strolling in here.

Stocks:

The system sounds solid so far, but i just have to see it implemented to judge the details. Again, just consider if adding a folding stock really would help a weapon. I think it would be way more easy for you to just penaltize stockless guns and give em an ext.stock option and make folding stocks only available for the larger smg

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Kaerar on Tue, 23 Feb 2010 12:56:31 GMT View Forum Message <> Reply to Message Grrr that OSV-96 is a 10...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Tue, 23 Feb 2010 13:16:26 GMT View Forum Message <> Reply to Message and i stole five additional mags for it :naughty: but the AWM is also very pretty and that SCAR model is just godly.

I can just advice any player to horde teargas/stun grenades for this sector.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Kaerar on Tue, 23 Feb 2010 13:44:42 GMT View Forum Message <> Reply to Message I'll have to give wil473 my AWM (L96A1) image

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by cravor on Wed, 24 Feb 2010 12:43:16 GMT

Page 32 of 203 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Hi, this Mod is really really nice but i've got a big a big problem.

My Mercenarys they have only 25 Action Points, but the 100 AP-system is enabled so i cant reload or use medkit during a fight. I installed JA 2 Gold, then 1.13 Version 2085 and then putted Data-UC into Ja2 folder and the files from UC-Hybrid into Data-1.13 folder. I believe the game works fine, i have other maps and quests but i just got the AP problem. I cant help myself, so please help me . Thank You.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 27 Feb 2010 17:53:48 GMT View Forum Message <> Reply to Message Back from real life for a bit, thought I should say something.

General advisement: if you have updated your JA2 1.13 to the current SVN, you will need to extract the UC-113HAM folder and run the game via vfs_config.UC113HAM (either from the ini Editor or by manually editing JA2.ini). I must say that the AI seems to be handling the semi-hands off initial airport fight better with the latest SVN, they all seem to rush towards each other so at the very least it is faster. cravorGER: did you change AP_MAXIMUM in APBPConstants to 25? I haven't looked into this, but I don't think you can get a proper 25AP game going unless you edit all the variables in APBPConstants to reflect the 25AP system. Supposedly there is some math invovled with the JA2.exe recalculating, but I only see that working for things like ShotsPer4Turns, which isn't even a direct AP cost variable. Reload on the otherhand is a direct AP cost assignment.

Kaerar: that AWM graphic is already in the SVN set, so I've updated mine to point at it instead of the legacy UC one (which is still in game but under a different libary, something about the shade of green has the new one as an item).

Hazmat: you've presented quite a few things that I will address at a later date. For now, I just want to get a better idea as to what you're seeing between the original UC SAW and the more generic FN Minimi in the hybrid. Are we talking special to the point where the gifts are a unique item (SAW)?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Tue, 02 Mar 2010 15:14:11 GMT View Forum Message <> Reply to Message Hey, its a bit of both i think.

I was mostly bummed by the generic-ness of the Minimi. Having the only two SAW

Page 33 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 02 Mar 2010 21:27:18 GMT View Forum Message <> Reply to Message 1.13 has a lot more LMG's than original UC and I balanced the LMG's independent of any storyline considerations. 1.13 also has different autofire mechanics than original UC. Now that being said, the Ambassador's gift should be something special. Here is a shortlist of options:

1) FN Minimi (as is) 2) FN SAW - an "optimized" FN Minimi, grab the original UC's graphic while I'm in there 3) Something new preferably in 5.56x45mm: 3a) Ares Shrike - for some reason not implement yet though the graphic has been in the SVN 1.13 for some time now; based on what little I know about this one, it should be a very rare item in the real world 3b) USMC Infantry Automatic Rifle (IAR) contender (either H&K HK416 or FN SCAR with a Beta C-Mag cut & pasted into it) 3c) Bushmaster ACR - this is something I just completed the graphics for myself (doesn't look too bad); uses a differnt calibre conversion technique than the FN SCAR 4d) ATK/H&K XM29 - this one might be too special as you are effectively getting the remains from a dead program 4e) H&K XM8 Automatic Rifle - already in game, it is a cross between a LMG and a DMR. Will need to further restrict its availablity from other sources.

EDIT: forgot to mention the revised plans for stuff already announced. - Pseudo NGAP is out as it looks like concrete progress is being made towards granting the player more attachment points. - Won't need to double up the folding stock AR's/bigger SMG's - Starwalker posted a list of graphic artists, I'll be getting around to confirming I have permission to edit them.

EDIT2: Just to confirm the following artist list is correct?

AEK-919K "Kashtan" (Gun151) -> Lisac IMI Uzi (Gun127) -> Coolberg IMI Micro-Uz (Gun53) -> Coolberg IMI Mini-Uz (Gun227) -> Coolberg Ingram M10/9 (Gun105) -> Lisac Ingram M10 (Gun10) -> Lisac SR-2 Veresk (Gun125) -> Coolberg

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Kaerar on Wed, 03 Mar 2010 02:10:56 GMT View Forum Message <> Reply to Message The current Browning M1919 ingame should be a one off as the image it's based on is actually one of the few Stingers made. Basically the Aicraft mounted version of the M1919 which was lighter and higher RoF than the standard M1919 got field modified to have sights, a buttstock and

Page 34 of 203 ---- Generated from The Bears Pit an ammo can. It ran through ammo like nobody's business but it scared the hell out of the enemy with the hail of lead and the sound it made.

I think that would be a unique gun enough for the present. It would also mean adding in a normal M1919 which wasn't as powerful as the Stinger (based off the Aircraft mounted M2 AN).

Stats are that the Stinger could achieve RoF of between 1200-1500 RPM vs the normal M1919's 400-500 RPM.

Here's the quote from wiki regarding the Stinger: "The modified AN/M2 consists of a butt stock from a US M1 Garand fastened to the receiver of the Browning machine gun, a rear sight typically from a BAR 1918 and an improvised trigger. These conversions are based on field conversions carried out by soldiers in the Pacific Theatre during World War II. A weapon of this type was used by Marine Corporal Tony Stein in the invasion of Iwo Jima, who would posthumously receive the Medal of Honor for his actions during the battle. It had a rate of fire in excess of 1,200 rpm and was nicknamed the "Stinger.""

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by balberin on Thu, 04 Mar 2010 13:34:18 GMT View Forum Message <> Reply to Message First off all, thanks a lot for the mod. Liked the Stock system: good idea - good imlementation!

What else do I have to lay down except just "Thanks"? An idea actualy... What about adding an item(s) that will allow to tie/incapacitate enemies without a need to finnish them off once on the ground (knocked out)? Something like rope or handcuffs. I can imaging something like that: - the item is used like a hand weapon - to be able to attack with it the enemy must be knoked out - the result is like that of Machete/Rambo knife = the item "Tied/Cuffed Body" whith the attachement "Rope" or "Handcuffs" (the item dat was used to tie). when the attachment is removed the item changes to "Dead Body" (after attack the item disappears from Merc Hand slot and appears as attachment) - after the enemy is tied it is considered dead (only whithout a bloody spot on the ground), it becomes an item - it could be two items: handcufs (less AP, higher price, rare) and rope (more AP, cheap, common) - AP needed to tie (attack) + untie (remove attachement = kill) should be comparable whith AP for a couple of snap shots, for this should not be just the way to kill an enemy more quikly - the weight of the "Tied/Cuffed Body" item should be enough to make its transportation a problem for a Merc, and it should fit only in the Hand slot, but it still should be posssible to drag it over several tiles for an avrage strength Merc - it seems to me that there is no need in untieing enemy without killing it, so i think it could be implemented by the means of curren Items and Attachments engine...

What for?

Page 35 of 203 ---- Generated from The Bears Pit Just to add the color for stealth oriented style of play.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 04 Mar 2010 17:31:27 GMT View Forum Message <> Reply to Message balberin - What you are suggesting will require some .exe work and is beyond the scope of this project

Hazmat - I ran into the same "Queen's NE SAM site speech" bug in my testing (HAM 3.6 Beta Enhanced AI). The game seems to be playing a snippett of the wrong speech. Hitting ESC allowed me to continue the game. No problems with the NW SAM site speech. Which .exe were you using at the time? Has anyone run into similar problems in normal JA2 using the current SVN?

In testing, I am confirming that Bobby Ray's is dumping too many "good" ammo types at once. I've taken some steps to spread out the selection so that 5.56mm AP and Tracer do not get introduced at the same level. Match 7.62x51mm being introduced before AP and HP was a mistake, that has also been fixed. Tweaked .45ACP as well.

Kaerar - I'd prefer to keep the gift in 5.56mm as the Ambassador presents you with a gift of 5.56mm AP belts as well. I'm leaning towards an "optimized" FN Minimi (SAW) or the Ares Shrike (neither require graphics).

In General - found and fixed an error in the special sector labels (which now should work with the SVN .exe and not just HAM).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Fri, 05 Mar 2010 14:03:25 GMT View Forum Message <> Reply to Message Hey,

Ambassadors gift-

It should definatly be a uniqe gun! I would root for the minimi/saw hybrid or the Shrike, though the latter could be bought at BR/tony. A light support/suppression weapon is also nice, in the terms of an HK416 with beta c mag or the USMC rifle. It would be nifty if u give both to the player^^

Like an LMG and a light suppression weapon for flexibility. I rarely use a true LMG due to the weight and the limited instances where its really usefull. A short AR with beta c mag can do the same job with lower weight and more flixibility, and its cool!

Page 36 of 203 ---- Generated from The Bears Pit Given that you need graphix for some ideas, just go with whatever your workflow allows.

BR- Glad to hear that youre doing some balancing!

SAM-

Well i dont know exactly what information you need, but im using a normal 1.0.0.1 JA2 Gold exe in english. I used the latest SVN single click installer from Bears Pit for the 1.13 files and followed the install instruction exactly. Thing is, i have seen something like this before in Renegade Republic. Im pretty sure i had the same thing there. Mebbe it can be traced back to JA2 Gold, cause i remember that i have some wrong dialog at the beginning of more than one cut scene in my games. Usually i see a wrong textbox for a splitsecond at the beginning of one/two cutscenes but it never caused trouble.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 05 Mar 2010 14:32:59 GMT View Forum Message <> Reply to Message ...and the winner is: M249 SAW PIP

Features: - Recoil Buffer in redesigned stock = reduced Autofire penalty/AP cost - improved ergonomics (well less sharp edges) = reduced draw cost - built in flash hider - Rail Interface System - No variable ROF mechanism = not sure how this one is going to show up, but since in english JA2 an AP is not specifically a measure of time, this will not translate into higher AP per round

I came to this decision yesterday while reading up on the SAW vs. Minimi matter. It was created last night, and I'm just tweaking its stats (the XMLEditor's duplicate feature).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Fri, 05 Mar 2010 15:12:12 GMT View Forum Message <> Reply to Message sounds SHINY!

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)

Page 37 of 203 ---- Generated from The Bears Pit Posted by CptMoore on Fri, 05 Mar 2010 15:15:10 GMT View Forum Message <> Reply to Message can't download anonymously from esnips

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Fri, 05 Mar 2010 17:34:46 GMT View Forum Message <> Reply to Message Instead of the misleading and bright "Download" button, click on the icon i subtly point out

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by CptMoore on Fri, 05 Mar 2010 20:57:04 GMT View Forum Message <> Reply to Message I just could download it without logging in.. just clicked the same stuff as before now everything I click allows me to directly download the stuff. Though I appreciate the effort Hazmat with the screenshot, it is an issue with esnips though.

Esnips somehow randomly allows anonymous downloads and sometimes it doesn't. Probably to make you think it works most of the time...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Burzmali on Tue, 09 Mar 2010 00:14:40 GMT View Forum Message <> Reply to Message if this is the right place to report about bugs... mentioned in another thread that Skitz, Reuban & Postie faces are just not moving right. famous Port Kip Uzi with 71 KSVK cartridges now gives you only 5 cartridges if you pick it up. ok, KSVK is not the magic wand it was in original UC any more... have now two sectors in Galileo marked with red question marks but with no enemies in there. i can even pick things up from the map or whatever, but i can not leave with the car. the worst: little swimming trip through M12 does not work.

Page 38 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Tue, 09 Mar 2010 14:28:50 GMT View Forum Message <> Reply to Message Although Wil has to speak on most of the things, you cant rely on the old UC cheats to be carried over.

For instances you cant make multiple crepagen

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Burzmali on Tue, 09 Mar 2010 15:18:37 GMT View Forum Message <> Reply to Message And how came connecting that damn decoder to laptop

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by razer on Wed, 10 Mar 2010 14:43:25 GMT View Forum Message <> Reply to Message Hi! I have some troubles installing UC-113, cause i cant find the VFS_CONFIG_INI option. Is this related to a wrong 113 build? Starting screen says v 1.13.2112 08.05.07 Would be glad if anybody could help me out here thx

------Edit------Ok I used a old version and now it works. But when i try to create my merc with IMP the game freezes when i hit the "pay 3000$" button. Any ideas? thx again

------Edit2------Maybe I found something on the IMP creation thing. The game just freezes when I create a merc without new inventory. With new inv. enabled everything works just fine. Maybe this will help.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Burzmali on Thu, 11 Mar 2010 00:32:43 GMT View Forum Message <> Reply to Message good thing i do not use IMP in UC... btw, face movements for three tenors from cellar are wrong also.

Page 39 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 11 Mar 2010 16:03:00 GMT View Forum Message <> Reply to Message A non-NIV version of the UC-1.13 Hybrid was dropped quite some time ago. The Hybrid was originally meant to be a showcase of the 1.13, which explains the "kitchen-sink" approach. At present this includes highlighting 1.13 specific bugs (ie. underground victory = missing surface garrison bug).

Anyways to address specifics:

Faces - yup, they're a bit messed up, will check again, but for some reason simply transcribing the variables from orginal UC's prof.dat isn't enough

M12 - I always thought of that one as an exploit, it will remain impassible unless you fly.

"famous" Port Kip Uzi - I don't remember this one, so I don't remember intentionally fixing it. I'm calling this one a happy side effect of the mod.

KVSK - I think this one had to be balanced downwards due to anti-tank issues.

Galileo - this one up until my current test game I chalked up to the underground victory wiping out surface garrison bug. Not anymore. I have not ventured underground since Atremo, but still ended up with missing garrisons in G8 and F9. What is worse is that the stopgap measure of having police (hostile civ faction) in G8 didn't work quite as planned due to them going missing as well. On return to the map the hostile police faction were present, but the garrison still was not. This one is still a mystery.

Multiple crepegen - this one is a general JA2 exploit that the 1.13 project closed some time ago.

Electronic Skill requirement for Laptop - I'm just adding an additional bit of challenge.

UPDATES: - The orange 5.45x45mm magazines went easier than expected using GIMP. - "Shiny Black" versions of Kaerar's 9mm SMG mags done - I've created somewhat decent looking 5.56x45mm 30rd magazines from UC's .223 20rd magazines - Still working on modifying Machine Pistols with extended stocks. (Thanks Coolberg for the encouragement.)

QUESTIONS: - Grenade availablity seems to be a bit overwealming, especially at Bobby Rays. Are there any concerns with cutting explosives from BR's entierly?

GENERAL ADVISEMENTt: - if you have updated your JA2 1.13 to the current SVN, you will need to extract the UC-113HAM

Page 40 of 203 ---- Generated from The Bears Pit folder and run the game via vfs_config.UC113HAM (either from the ini Editor or by manually editing JA2.ini). I must say that the AI seems to be handling the semi-hands off initial airport fight better with the latest SVN, they all seem to rush towards each other so at the very least it is faster. HAM3.6Beta with the improved AI also seems to be working out well so far.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by razer on Mon, 15 Mar 2010 19:24:26 GMT View Forum Message <> Reply to Message I've been playing UC 1.13 for a few hours and noticed non random freezes while entering a map or starting a fight.

1) While entering the map (on the merc positioning screen or whatever i should call it )

The game just hangs when the mercs are positioned by hand. With the spread option everything works fine.

2) Starting a fight

Usualy the opposition calls for reinforcements from other sectors within the first two rounds. In some maps the game then hangs (90% of the time, eg. in Troy). Clearing the whole map with knife/silenced guns does not cause any freezes, because no troops spawn.

I guess this is related to some illegal spawn points on the UC maps. Strange thing is that UC (non 1.13) or vanilla 1.13 works fine for me. Is there any fixed mappack around maybe?

Thanks

------Edit------I have also noticed some strange logbook entry after clearing D 13: D13 Calisto Factory: Got a rocketrifle from Sergeant Krott

The message appeared right after i got the message about Blair is imprisoned

------Edit2------Some police guy in H12, Troy dropped two NADAs and a "M4 upper reciever", loaded with 30 rounds of NADA and a NADA attached The upper receiver (reciever is spelled wrong, isn't it?) has full weapon stats but can't be used as one..

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 16 Mar 2010 00:02:38 GMT View Forum Message <> Reply to Message

Page 41 of 203 ---- Generated from The Bears Pit Razer's points:

Entry/Spawn Points - UC seems particularly prone to 1.13 issues involving the map entry points. There is a screenshot somewhere of an earlier bug where there was no option to spread entry across one edge of the map.

Logbook entries - There are some entries which seem to be directly in the JA2.exe as opposed to being externalized. This cannot be worked on till somebody externalizes these elements.

H12 - That is odd as the M4 upper was created well after the last time I used the Map editor.

"Reciever" - Thank you, yes it seems I did misspell it. Fixed for the next release.

All Receivers are weapons to allow them to appear in Bobby Rays as weapons instead of miscellanous. They won't fire untill you combine them with a CAR-15 or other AR-15 based weapon to produce a fully functional weapon.

As some of these problems are map related, it might be some time for them to be resolved. I haven't tried the latest map editor yet, but the version I prefer, SVN version circa July 2009, CTD's in Windows 7.

Other Stuff: - Finished "unfolding" the stocks for Coolberg's and Tbird's Machine Pistols. Still waiting for Lisac to give the OK for his.

- Fixed the Militia map alignment for Galileo.

- Bobby Rays no longer carries explosives as Devin should be appearing properly in-UC now.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Tue, 16 Mar 2010 03:50:42 GMT View Forum Message <> Reply to Message Okay.. I've blatantly messed something up with my install..

VFS configured correctly, the Data directory ripped from Original UC, renamed Data-UC, and put in the root of my JA2 folder. UC-113 Hybrid v20100201.7z extracted to my JA2 root, using JA2 ini Editor to pick the right VFS file...

Each time I run ja2.exe (From the latest svn) I get the UC menu-screen, then the process goes unresponsive when I click ANY option other than "exit". Thank Glod for the JA2 Crash Manager, created by I forget who. Saved me MANY a reboot..

Any tips on what I may be doing wrong?

Page 42 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 16 Mar 2010 17:15:59 GMT View Forum Message <> Reply to Message @Minty - How recent is your JA2 1.13? So far I've tested compatibility up to HAM 3.6Beta, I have not had a chance to see what the latest JA2 does with the Hybrid (the one with Big Maps capability). Also starting with the SVN version right before the Big Maps, it is necessary to use the HAM 3.6 addon included with the current public release of the UC-1.13 Hybrid.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Tue, 16 Mar 2010 20:32:55 GMT View Forum Message <> Reply to Message Ahh.. That got it. I was using build 3385, it seems, and that threw UC for a wobbly.

Tried again with HR's HAM 3.6 beta plusAI exe, and the UC113HAM vfs config, and all *seems* to be dandy. At least I can get into IMP creation now. I'll keep you posted on any further issues.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 16 Mar 2010 21:09:04 GMT View Forum Message <> Reply to Message That is both good to hear, and somewhat disturbing. It looks like I'll have to backup a copy of my JA2 1.13 install and get around to testing the latest from the SVN.

FN Minimi vs. M249 SAW - I've imported in the original UC SAW, and based on the fact that it lacks a RIS and 1.13 FN Minimi has one, the FN Minimi will use the UC graphic while the SAW PIP will use the v1.13 graphic.

EDIT: I just did a quick test with the SVN version, the game starts but there seem to be several things missing from even the HAM INI that is inculded for distribution. For now just use HAM 3.6Beta's .exe and the Hybrid's HAM specific VFS files. On a happier note, the big maps MapEditor seems to be working. Now as long as it doesn't CTD or lockup on certain inventory, this will allow for my future plans.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by SacredVow on Thu, 18 Mar 2010 06:28:15 GMT View Forum Message <> Reply to Message To get the INI with the full ham settings you need to download this:

Page 43 of 203 ---- Generated from The Bears Pit Link to Ham 3.6 settings package

The HAM 3.6 package contains the following:

* JA2_Options.INI, pre-tweaked to enable ALL HAM features to date, fully optimized to give you the full HAM experience. * Facilities.XML and FacilityTypes.XML with all 19 HAM facilities enabled! This includes militia training restrictions, risks and operation costs, and a whole lot of mayhem that isn't available in the 1.13 download.

I copied this information from the ham 3.6 discussion thread. So no need to use the old beta of ham

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Headrock on Thu, 18 Mar 2010 06:48:32 GMT View Forum Message <> Reply to Message That's correct. All of HAM 3.6 is in the new 1.13 (past build 1210), so you can use that if you want to run HAM. There's no need to get any EXE (none are available anymore anyway).

To activate, either use INI Editor to set everything the way you like it, or grab the INI file from the new settings package (as linked above) and use that.

BTW Wil, I take it that UC is making good use of HAM features?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 18 Mar 2010 16:59:04 GMT View Forum Message <> Reply to Message Working on a new release. I've copied and modified from the latest SVN .ini files. I've also revamped the Army Composition, Garrison, and Patrols XML's.

@Headrock - yup, partial implementation going well, no bugs or major challenges noticed.

Sector Labling - far beyond what I wanted/hoped for in JA2 as the milestone for the Hybrid's public release, thanks.

Facilities: - I will have to slow down militia training from police detachment (ACA) facilities. - Like a lot of people here I've elminated the pernament damage from airport and other facilities. I've worked in industrial settings (surface labour for a copper mine) and the rate of maiming isn't that bad, especially if you are admin staff. - Hospital facility fulfils Gooses' comments about having a hospital in Galileo. This was something that I didn't think about in any of my original plans.

Page 44 of 203 ---- Generated from The Bears Pit - I intend to implement more facilities based on the in-game fiction of Urban Chaos

Suppression - Defaulting to approximately 30% so that it is there, but not overwhealming.

Offroading Hummer - Working great so far. Future plans have me considering creating a "road" system only traversable by boat (thinking of adding a 3rd vehicle, 161/El Dorado, but changing its graphic to that of the proposed UC boat "Shanga"). Just to make sure, it is only the Hummer/Character 160 that can go offroading, right?

Problems: - Work on Army folders XML's has not fixed the missing garrison issues for maps F9 and G8. - While the new Map Editor does not immediately CTD in Windows 7, it does have issues with viewing mercs placed with old MapEditors. Seems to be related to custom inventories. I may just delete all the original placements and re-populate once I'm happy with the XML item ordering. This will be a major job, but should bring all map populations in-line. - I think I made an error in Gotham's garrison, though this never happened before in past. In my formerly current game, HAM 3.6Beta, I keep getting a runtime error:

Assertion Failure [Line 824 in function PrepareEnemyForSectorBattle in file .\Queen Command.cpp]. Attempting to do a debug save as SaveGame97.sav (this may fail)

(ubNumElites) != (0) but they should be equal.

Since running into the above error (last night), I've changed the Army XML's as part of the next version. I did correct a composition type where the start force was larger than the wanted force size. I'm going to see if this happens again, most city garrisons use the same composition type (I only have 14 compared to the 20 or so for original JA2). This however means abandoning the current game, but does mean forcing me to test with the current BigMaps JA2 from the SVN.

EDIT: I just replaced all the militia in A9, closed and reopened the map to fix a uniform, and the MapEditor CTD. Guess it isn't just interaction with old maps, but this version of the Map Editor is just flaky. I'm going to see about increasing the number of cops and repositioning all the garrison in F9 and G8. This bug is chronic enough that it manifests on every new game for me so far (cheat coded my way to Galileo).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Headrock on Thu, 18 Mar 2010 21:52:15 GMT View Forum Message <> Reply to Message Quote:Sector Labling - far beyond what I wanted/hoped for in JA2 as the milestone for the Hybrid's public release, thanks.

No problems. If any issues come up with that, let me know.

Page 45 of 203 ---- Generated from The Bears Pit Quote:Like a lot of people here I've elminated the pernament damage from airport and other facilities. I've worked in industrial settings (surface labour for a copper mine) and the rate of maiming isn't that bad, especially if you are admin staff.

The trick is making sure that facilities don't provide uber bonuses without a proportional cost - no matter what kind of cost.

Quote:Just to make sure, it is only the Hummer/Character 160 that can go offroading, right?

Yes, I believe it is, or perhaps using one of the humvee's other internal values, I can't remember. But as you say, it is not externalized. If you want I could trace back my work and see what I used to identify the hummer.

Quote:Work on Army folders XML's has not fixed the missing garrison issues for maps F9 and G8.

These are the underground sectors eliminating the above-ground garrison, correct? Maybe it's somehow slipped out of the code... I hope I remember where the error was.

Quote:Assertion Failure [Line 824 in function PrepareEnemyForSectorBattle in file .\Queen Command.cpp]

It's quite possible that your fix will work. Let me know.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 19 Mar 2010 05:32:14 GMT View Forum Message <> Reply to Message The missing F9 and G8 Garrison's do not appear to be related to the underground victory bug. In all of my attempts today with the Army folder XML's and editing the maps, the garrisons are just not there when you attach the city. In testing, I did not go underground, going from landing straight from A9 (landing) to F9 with the help of the cheat codes. I'm considering replacing these maps and seeing what happens.

Speaking of the underground victory bug, in the two tests where I did go underground after landing in A9, the garrison's were present in A10 after the knife fight.

All tests were done with SVN version from last night (JA2 build 3356).

Future level of ambition: Learn to use map editor - carve out a wider harbour for Port Kip, E/F 1 to 6. Move M11 and M13 to Port Kip - Cliffs along the south side of Danubia - Coastal route to the island starting in or around Drake - Move the mental institution into Galileo - Mountain top Adrian SAM site (to justify the limited road link) - Queen's palace on island seperated by causeway (to allow for both boats and people to transit,

Page 46 of 203 ---- Generated from The Bears Pit but not the postal van, perhaps the Hummer will be allowed to drive along the "beach" as well) - find better name than: Urban Chaos Condensed

EDIT: I just did a quick test with map G7 substituting for map G8. The garrison appeared. I may start off my plans to condense the Urban Chaos experience by rebuilding Galileo.

EDIT 2: Moving the original G8 to G7 simply moves the problem, so at this point it is more or less confirmed to be the map itself that does play nice in 1.13. It looks like with G8 it was something I did as substituting in the original UC map seems to work. Not quite sure what I did, but it might have something to do with populating the sector with the police faction. The same was done to F9, so it looks like my intirm fix for the underground victory garrison bug (UVGB) caused this new bug. I've substituted back the old maps and will do some more testing, including seeing if the UVGB occurs in the Galileo maps. So far I haven't had it happen in Atremo.

EDIT3: I should thank Burzmali for bringing up the F9 and G8 missing garrison bug. The cause was either my editing of the police, or my adding of the Crepaton officials (they were missing which meant chances were they would never show up). I've made modifications to originals from Urban Chaos, and so far both the Garrison, police, and occasionally Crepaton officials appear as expected. Now back to figuring out how to add a coastline to Danubia.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by SpaceViking on Fri, 19 Mar 2010 17:32:28 GMT View Forum Message <> Reply to Message Hey, if you just got code from SVN you should take advantage of the dealer XML changes. IIRC there was some odd stuff with a couple of the dealers in UC.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by SacredVow on Sun, 21 Mar 2010 00:28:42 GMT View Forum Message <> Reply to Message I am looking forward to trying your new version when it comes out, thanks for your good work on this!

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Sun, 21 Mar 2010 00:40:02 GMT View Forum Message <> Reply to Message Quick little bugreport:

Unlike other scopes, the clamp-on battlescope doesn't have any sightrange bonus, though it

Page 47 of 203 ---- Generated from The Bears Pit does seem to have the correct aimbonus, minrange for aimbonus, and readyAP modifier.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Burzmali on Sun, 21 Mar 2010 13:42:08 GMT View Forum Message <> Reply to Message Kind of lost interest to the current game when 2 sectors (H13, N5) turned impassable: error message about missing or corrupt files and CTD. To H13 i just entered from subway and went on to H14 without a single shot, N5 i cleaned, then retreated and army took the sector back.

Quite often has there been error message: loadscreen data file not found. Sometimes there is airport picture when starting battle in some swamp. That of course is not important.

Somewhat surprisingly some sectors have been empty of enemies: for example never was B4 without a garrison in UC.

Now, if you consider swimming a cheat, then a boat would be very much welcome. I

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 21 Mar 2010 14:55:34 GMT View Forum Message <> Reply to Message The revisiting maps-corrupt file CTD seems to be beyond my capability to solve, but it is worth gathering information for someone on the main 1.13 coding side to consider:

1) So far every occurance I am aware of seems to be happening towards mid to late game. Two so far in Adriana, and now one in Troy (H13). Has anyone seen this bug earlier on? Or is this problem related to game progress? Or savegame size (currupt file error has me suspecting this)?

2) Has anyone seen this in the Alruco campaign with 1.13? Or any other mod for that matter?

In general, the game seems more stable in the beginning, but then breaks down more and more towards the end.

I am suspecting the size of Urban Chaos may be part of the problem. The game potentially creates a very big savegame due to the many "visited" sectors that must be recorded. So far I am suggesting the use of the keyboard commands to unload and consolidate items into one map tile, and using the hotkeys to sell or delete items in the strategic map to reduce clutter.

The proposed future plans, are actually a plan to condense Urban Chaos so that the storyline remains intact, but the number of sectors available are cut down. The island for instance is to be cut off even further, but a sea route will be provided (as long as I can sucessfully replace the El Dorado with the Shanga boat STI's, and 1.13's more than two cars feature is working). Empty coastline maps traversable only by the good ship "Shanga" and by air, shouldn't tax the game.

Page 48 of 203 ---- Generated from The Bears Pit The proposed mountain to be "topped" by the SAM site is to justify making impassible (and unused) some maps just north of the capital. Maps along the South East of the mainland are also on the cutting block.

Another issues is that I feel that people lose interest in UC (and normal Alruco JA2) towards endgame. To my knowledge there have only been two reported completions of the Hybrid since its public availablity, and that includes myself.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Burzmali on Sun, 21 Mar 2010 16:14:37 GMT View Forum Message <> Reply to Message ok, i'll try to carry on :smilingsoldier: btw - H13 closed down on day 6, savegame length about 2.6 MB current savegame, just a bit after "losing" N5: day 29, length 7.3 MB - will try to clean up useless stuff in some sectors. iirc there was a sector that i was not able to visit after the first time in Legion2 mod.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by razer on Sun, 21 Mar 2010 20:24:03 GMT View Forum Message <> Reply to Message Quote:1) So far every occurance I am aware of seems to be happening towards mid to late game. Two so far in Adriana, and now one in Troy (H13). Has anyone seen this bug earlier on? Or is this problem related to game progress? Or savegame size (currupt file error has me suspecting this)?

I've tried to play UC1.13 three time now(2xclosed beta, 1xopen) and everytime I quit due to reproducable CTDs. I got those in 7-10 different maps, but I really don't know where exactly anymore. I also tried to reproduce this with a self compiled exe to debug but my savegames don't work with that version. Combating the specific maps with a new savegames(with cheats though) didn't work either.

Quote:2) Has anyone seen this in the Alruco campaign with 1.13? Or any other mod for that matter?

I've finished vanilla 1.13 twice without a single reproducable CTD.

Quote:Another issues is that I feel that people lose interest in UC (and normal Alruco JA2) towards endgame. To my knowledge there have only been two reported completions of the Hybrid since its public availablity, and that includes myself.

I really would like to finish the game, but at this stage it's unplayable. Or unenjoyable.

Page 49 of 203 ---- Generated from The Bears Pit Btw I remember something about a broken mapdesign in UC that can crash/freeze the game with 1.13 AI. Something about the opposition trying to jump throu some stuff, which it can't, resulting in a gamecrash. But it's a long time since i read that(or dreamed o.O) so I can't remember who said this...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by SpaceViking on Mon, 22 Mar 2010 03:22:49 GMT View Forum Message <> Reply to Message Can I used code build from the last SVN for running the UC maps/data? I like to run out of a debug-built .exe so I can catch coding errors.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by razer on Mon, 22 Mar 2010 10:01:38 GMT View Forum Message <> Reply to Message Yep that works. I'm doing this right now and so far I had no reproducable CTDs so far. But here are two things I ran into:

1) I cheated myself to Troy(without teleport and auto oliberate) and I got this message a few times:

2) The ALT+CTRL+S combo (sell all) does not work with more than ~200-250 items in a single sector. Producing a runtimeerror (something about deleting button does fail) and Windows throws an exeption also, that says there is an error in vector.cpp or something. But I guess this is just 1.13 related.

Everything else works fine so far.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Burzmali on Mon, 22 Mar 2010 23:45:01 GMT View Forum Message <> Reply to Message sector P11 hangs at "choose entry positions". tried it about 3 times, then gave up :roulette: and without swimming it is impossible to enter it from any other side but west...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 23 Mar 2010 13:45:15 GMT

Page 50 of 203 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Good point about the crashes leading most people to stop playing the game. The two occurances of the game being completed were plagued by crashes and other game instability (such as sectors becomming non-returnable). Now if only more people would report them.

In original UC I could never enter I3, and it is only with the Hybrid that I've actually seen this map in-game.

Burzmali, do you have the option to spread the mercs across the edge of the map for P11, or does P11 hang earlier? I remember some problems with the island, but the workarounds did work eventually for me (I think I sent a different team to attack another sector first then went back to a certain island map afer tactical). I'm not sure if it was P11 specificlly, but it is more or less where I remember having problems with entering tactical. P11 is an original map, so I've done nothing to it directly.

It is problems like this that have me wanting to cut down the number of urban maps in Urban Chaos.

EDIT: speaking of 1.13 limitations. There is a 100 garrison limit, which means some of the countryside garrisons had to be left out.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Burzmali on Tue, 23 Mar 2010 17:56:33 GMT View Forum Message <> Reply to Message strange enough, but it works - meaning, after a battle somewhere else at least "spread troops" works in P11. before that, i could try upper corner or lower corner or spread, the result - just hanging - was the same.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 26 Mar 2010 18:04:24 GMT View Forum Message <> Reply to Message Good to hear that the fight somewhere else trick worked for you in P11. It did not work for me when I got stuck in Galileo, so I'm hoping the fixes in the garrison XML's solves that one.

In more certain news: I've corrected the missing range bonus for the H&K mount scope. Just a note, it has a narrower field of vision compared to the RIS mount 4x scope.

I've got some time on my hands so this is what I intend to get done: - Finish up the XML Editor compatiblity stuff for RR, I know The Scorpion is not around, but it will be up to him as to how to redistribute it - Put up a list of UC maps for the chop in UCC (removal of garrisons, downgrade to intermittent patrols, replacement and outright removal) - See if the PNG stuff works with the SVN release, because I need it for the next thing I'm doing

Page 51 of 203 ---- Generated from The Bears Pit - Finnally get around to fixing and updating DL-113FS

EDIT: UCC Map changes M11 - Moved to Port Kip (E5) M13 - Moved to Port Kip (E6) J9(The Psychiatric hospital) - Moved to Galelio (H10), subway disabled/moved to Rudesea F2 - Moved to Drake (I1) F3 - Replaced with map with some kind of causeway theme, General moved to G4 F4 - Cut M14 - Moved to Rudesea (L13) A1 - Cut

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Tue, 30 Mar 2010 11:50:59 GMT View Forum Message <> Reply to Message Another small bug to report with the XMLs, Wil:

Claymore can't attach any detonators, remote or otherwise. Though it can be *attached* to remote detonator..

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Child on Tue, 30 Mar 2010 18:57:58 GMT View Forum Message <> Reply to Message Hey guys - I'd like to test and play the Urban Chaos 113. First thin - I use a german ja2 version - will that cause any problems? Second - is the Urban Chaos 1.05 th most recent version?

Anyways it's kinda hard to find the original mod-files that seem to be neccessary to be able to installe the whole hybrid. Would be great if a link could be provided in this thread ... or wherever

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Tue, 30 Mar 2010 19:04:03 GMT View Forum Message <> Reply to Message stay put, child. i'm just now zipping my uc-stuff (including german patches) - as soon as they are zipped i'll upp them edith: it will take about a quarter of an hour or longer - you just cannot trust megaupload

Page 52 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Tue, 30 Mar 2010 20:10:18 GMT View Forum Message <> Reply to Message here you are urban chaos

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by SpaceViking on Wed, 31 Mar 2010 15:52:09 GMT View Forum Message <> Reply to Message Did you build that with the flexible merchant changes I made? I checked in a fix for that last night that my testing turned up.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Wed, 31 Mar 2010 15:55:00 GMT View Forum Message <> Reply to Message those are standard uc - if you asked me, that is - if you asked will: don't think so

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 31 Mar 2010 17:49:40 GMT View Forum Message <> Reply to Message Sorry SpaceViking, I have not had an opportunity to bring the merchants up to date with the SVN.

I'm still pondering wheter to proceed with another public release now, or finish the common UC/DL graphics folder (in PNG format first). And to be honest, I still need more testing on the two fixed maps and new garrison/patrol XML's. Being sidetracked by the UCC didn't help either, though I think I can accomplish the needed map edits myself now.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Burzmali on Wed, 31 Mar 2010 18:45:47 GMT View Forum Message <> Reply to Message Still impossible

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Wed, 31 Mar 2010 18:50:26 GMT

Page 53 of 203 ---- Generated from The Bears Pit View Forum Message <> Reply to Message wil473 I'm still pondering wheter to proceed with another public release now, or finish the common UC/DL graphics folder (in PNG format first). And to be honest, I still need more testing on the two fixed maps and new garrison/patrol XML's. Being sidetracked by the UCC didn't help either, though I think I can accomplish the needed map edits myself now.

From a purely selfish point of view another release would be great :wrysmiley:

Anyway, from having not been around in a while keep up the good work.

Tango

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by razer on Wed, 31 Mar 2010 20:19:27 GMT View Forum Message <> Reply to Message Is it possible that reinforcements arrive while entering a sector? Or can they just move if the player was noticed by the opposition. And while I played with a debug exe I've never got any freezes but a lot of those "sector elite counters are bad" messages. Sometimes it was not possible to finish battle then. Just one time the game hung with the debuged exe. But this was in a while loop that was related to attachments. Btw is it possible to get old svn versions? I have a buggy savegame but cannot debug it cause I have the wrong source code version.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 31 Mar 2010 20:43:18 GMT View Forum Message <> Reply to Message Right, next version will have Reinforcements off by default. I'm also going to go through the army groups to ensure that the maximum size one is under 20.

Razer, try downloading one of the HAM3.6 version, that should take you back to pre-big maps SVN. Alternatively, you can see if your SVN client allows to revert to an earlier version.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Child on Wed, 31 Mar 2010 22:40:23 GMT View Forum Message <> Reply to Message @Logisteric: Thx for the files - I appreciate it Just to check that I got everything right: Am I supposed to install all of the additional patches/mods, too?

Page 54 of 203 ---- Generated from The Bears Pit Next thing - I tried to play yesterday. After the whole thing was a bit reluctant to start on my Computer (gave a bunch of errors), it finally somehow worked. So I just played some time But after a while it crashed back to desktop and I can't restart it. When I open the ini-editor alle the fields on the top are empty and I can't choose which ja2.exe etc. ...

Anyone an idea why that is?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Wed, 31 Mar 2010 22:47:33 GMT View Forum Message <> Reply to Message to be honest - i don't know which you need (played it english)

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Burzmali on Thu, 01 Apr 2010 21:53:08 GMT View Forum Message <> Reply to Message ok, it was possible to kill the queen. but there were unusual problems on the way...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by razer on Sun, 04 Apr 2010 17:02:38 GMT View Forum Message <> Reply to Message Can anybody tell me where I can find the contact in the first airport map? I forgot to speak to him and now he seems to disappeared o.O

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Sun, 04 Apr 2010 17:14:10 GMT View Forum Message <> Reply to Message which one - the one you should give the voucher or that big-baby to recruit or carmen gabrenzki?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by razer on Sun, 04 Apr 2010 18:11:57 GMT View Forum Message <> Reply to Message Carmen I guess..the guy collecting cia heads

Page 55 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Sun, 04 Apr 2010 18:15:49 GMT View Forum Message <> Reply to Message crepaton - officials, as the carmen (danzio) in vanilla he shows up in different bars all over the country

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Mon, 05 Apr 2010 10:36:18 GMT View Forum Message <> Reply to Message A couple of small points that I've just come across:

The to hit bonus on the OTS 39 (7.62 x 25mm SMG) seems a bit wrong. It doesn't become negative when the folding stock is totally removed. Thus when a deployed stock is added it gets put on top of a positive to hit thats already there.

With the AR15 upper receiver merges; should you not also get back the upper you merging the lower onto. I.e. merge a 10mm smg upper to a CAR15 and get back a CAR15 upper? Not a huge issue but the pedant in me couldn't resist.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 05 Apr 2010 16:03:30 GMT View Forum Message <> Reply to Message Thanks Tango, I'll check the OTS39 stats when I have a moment.

As for the CAR-15, I didn't bother creating an upper as it represents the low point in-game. My thought is, why create an upper that nobody is going to want (see: Smitty's comments in-game). Yes, even the pistol ammunition AR-15's are meant to be better (reliablitiy, suppressor, RIS, and AET options). Every other AR-15 based weapon should give you an upper for the former calibre when you merge.

Plans stalling... attraction of Civ 4 on a system finnally able to run it at full tilt too strong...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Mon, 05 Apr 2010 17:34:54 GMT View Forum Message <> Reply to Message Another unfortunate bug. Using the latest single click installer (so not quite the latest SVN which woudln't work at all due to the ini file structure changes but with all the HAM changes). Along with the supplied HAMUC-113 VFS configuration file.

Happens in Gaileo:

Page 56 of 203 ---- Generated from The Bears Pit Any ideas about what I could do to temporarily fix it apart from downgrading to an earlier version?

Debug and just prior to entering sector saves avaliable as well if anyone wants to take a look at it.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 08 Apr 2010 16:36:46 GMT View Forum Message <> Reply to Message Game over for that game of Civ, ironically due to a surefire lockup, but that is the risk that comes with playing a mod.

I hope to be releasing an updated version by the weekend. Nothing major, but I plan on having:

1) Common graphic set VFS folder 2) Fixed F9 and G8 maps 3) Integration of the HAM stuff into the main mod 4) new .ini with reinforcements turned off by default 5) Reductions in garrison and patrol force sizes

The last two points are a bid to increase stability. Please do not adjust them, this release will still be a Beta test after all.

This revision of the UC-1.13 Hybrid will be built and tested for SVN revision current as of this post on April 8th 2010, revision 1220 (the one which added the Beretta Cx4 Storm).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Anonymous on Thu, 08 Apr 2010 17:14:18 GMT View Forum Message <> Reply to Message Will older save games be compatible?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Thu, 08 Apr 2010 17:43:21 GMT View Forum Message <> Reply to Message wil473 This revision of the UC-1.13 Hybrid will be built and tested for SVN revision current as of this post on April 8th 2010, revision 1220 (the one which added the Beretta Cx4 Storm).

Page 57 of 203 ---- Generated from The Bears Pit So you will be using the new INI file structure? Oooohhh Shiny

Sorry for the tone of my previous post, wasn't trying to get at you at all. Indeed compared to certain other mods *cough* DBB *cough* the hybrid is by far the most reliable.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 08 Apr 2010 18:12:10 GMT View Forum Message <> Reply to Message That new INI file structure is effectively a mod-breaker until the next release. Sorry, in reality the fixes I'm throwing together could/should have been put together (like that stuff I'm doing for The Scorpion) last week. I just needed a distraction for a week..

Then again, the longer I wait, the more stuff that may become available. I have yet to look at the new shopkeeper stuff in the SVN, or the New Attachment System stuff. The New Attachment System being worked on by WarmSteel in particular is offering quite a few things that my projects could use (Folding Stocks no longer using up a valuable limited attachment slot).

However for the reason that I do not want to field test too much stuff, the Graphics will still be in the STi format.

Other Notes: - The next version will not be tested for backwards savegame compatibility. Some changes/fixes require a new game, so no effort/claims will be made on savegame compatibility. - It will not be XMLEditor compatible out of the box (just copy the folders from the future Data-Graphics folder into Data-UC113 and/or Data-DL113 if you want to use the XMLEditor on the mod(s)).

EDIT:

Here is what is going into the documentation for the next version (tentatively v20100410)

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by razer on Thu, 08 Apr 2010 22:25:54 GMT View Forum Message <> Reply to Message I guess I found some bugs...

1) Talking to the NPCs in Callisto factory sector causes some strange log entries..

Page 58 of 203 ---- Generated from The Bears Pit 2) Eye animation of Miranda seems to be broken

3) Some NPCs, police and enemies did not work in Port Kip(C 6). They just stood lined up on the bottom of the sector and then somehow started to attack me when i reentered the sector again. Since then it says that there is an enemy left in the sector, but there ain't. I checked with cheats.

4) There's no buy/sell option in Tony's dialog but i guess there should be one.

5) Main menu does not work with latest svn source code compiled in Release settings, as clicking any of the options causes the game to hang up. Works with Debug though (1sec of lag after the click) btw: Reinforcements seem to work fine with the debug exe.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Fri, 09 Apr 2010 00:01:13 GMT View Forum Message <> Reply to Message As far as I know the log messages suffer from the same problem as the UBT webpage in that a fair amount of the laptop stuff hasn't been externalised yet. Your seeing the messages from the character number that was used by the Mod Squad along with the hacked .exe to make the original UC work.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 11 Apr 2010 03:10:30 GMT View Forum Message <> Reply to Message Yes, Tango is correct. The soon to be released version's documentation will be noting the log as a problem currently beyond the scope of the Hybrid project, as well as the missing miner bug from original UC.

Just as an advisement, I've moved the v20100201 to the Archives folder on esnips. The next version is just going though some final checks and should be up in a few hours.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by razer on Mon, 12 Apr 2010 12:25:09 GMT View Forum Message <> Reply to Message I think I found out why the game hangs on the merc positioning screen...or at least I found where it hangs. It's a while loop located in the Items.cpp, around line 8200:

Page 59 of 203 ---- Generated from The Bears Pit while( !usNumMatches ) { //Count the number of valid launchables for( i = 0; i < MAXITEMS; i++ ) { if ( Item[i].usItemClass == 0 ) break; //Madd: quickfix: make it not choose best grenades right away. if( ValidLaunchable( i, itemIndex ) && ItemIsLegal(i) && Item[i].ubCoolness

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 12 Apr 2010 14:43:36 GMT View Forum Message <> Reply to Message Sorry Razer, I haven't seen any problems with the main menu, and I've done several full reinstalls of JA2 (from Gold CD) and 1.13 from the SVN as part of pre-release testing.

I am unfourtunatly seeing Crepaton officials stuck on the edge of the maps on the first visit (when there is a garrison to fight off), but they moved to their assigned location on the second visit. The problematic G8 map in particular (new version). So yes, this is a confirmed bug, but I don't remember this happening before, and based on the timing of your post Razer you were seeing this on the prior release not the one from this weekend.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by razer on Mon, 12 Apr 2010 16:00:10 GMT View Forum Message <> Reply to Message Yep this was the old release and I'll try to start a new game with the latest the next days.

The main menu should not be a problem but the code I posted above could be one. It may be the source of the game freezes that makes the mod unplayable so you should definitly talk to some 1.13 coder folks.

I also noted some of those inactive people standing around in the gun runners map west of D2. And this map did not have a loading screen. (Old release though)

And thanks for all your work!

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by wanne (aka RoWa21) on Mon, 12 Apr 2010 17:02:32 GMT View Forum Message <> Reply to Message @razer: I will take a look at the source and apply the fix. Thanks.

Page 60 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by razer on Wed, 14 Apr 2010 14:47:19 GMT View Forum Message <> Reply to Message Some minor stuff (still not latest release sorry)

1) AN-94 has +0 as default to-hit modifier, resulting in +25 with the extended stock attached. Don't know if this should be this way. AK-107 has -26 default

2) Didn't get the Hummer though I payed the 10k. Mail car works.

3) The amount of money Mirandas friend wants for the armor does not match with the amount in his text.

4) The Flex-C vest does not have a proper tiny image

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 14 Apr 2010 15:06:16 GMT View Forum Message <> Reply to Message No problem, the latest release didn't mess with the items.

1) The AN-94 is not supposed to take stocks anymore as it cannot fire with the stock folded. In cases where the folded stock is for storage only, and should never be fired folded it is treated as a fixed stock. In addition to the AN-94 this also applies to some of the sniper rifles. On reflection, I should remove the folding stock feature from the SVDS as well...

2) Did you wait a day+ before speaking to the manager again?

3) Yeah, that was due to balancing. However with the number of items availaible in 1.13 there is nothing to stop me from creating two commando vests, one for the quest (matching either the sound file or the text of the speech) and one for retail (with correctly balanced pricing).

4) I don't think Tbird supplied one. I can borrow a tiny image from the one of the kevlar vests, I think those are a good match in shape.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by razer on Wed, 14 Apr 2010 20:49:34 GMT View Forum Message <> Reply to Message Thx for your reply. I really forgot to wait for a day...should listen to the stuff people tell : D And here would be an image for the flx vest if you still need one: http://razer-design.de/ja2/items/tmp/flx-c_tiny.bmp

Btw Tony still does not show any buy/sell option in his dialog. Has this been fixed in the new release or is this a problem in my installation?

Page 61 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 15 Apr 2010 19:44:00 GMT View Forum Message <> Reply to Message Tony is working just fine in the test install of the latest release. I haven't done anything with the new merchant options in the XML, but as far as I know, we cannot change which NPC/RPC is a merchant (yet).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Thu, 15 Apr 2010 20:05:27 GMT View Forum Message <> Reply to Message that code is already in the trunk - but not in the exe yet but it's still limited to 20 mercheants :hmm:

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 19 Apr 2010 02:13:37 GMT View Forum Message <> Reply to Message Excellent, that means that Smitty can be turned into a real merchant again some day (as he was in Urban Chaos originally, and in 1.13 briefly due to that error on my part...)

I've produced a mini-mod for the last version of the UC-1.13 Hybrid so that Warmsteel's New Attachment System .exe can be used. It is my belief that major code changes should be tested beyond the stock Alrulco campaign/Data-1.13 after the initial testing is complete. And from what I've seen Warmsteel's project seems to be stable enough (considering what has changed). So in an effort to help with the testing of this promising new capability (and to facilitate its incorporation into mainstream 1.13); here it is:

Requirements are in order of installation - working UC-113 Hybrid v20100411 - NAS 0.36a (or newer) - UC-113 Hybrid NAS mini-mod v20100418.7z (found here http://www.esnips.com/web/ucja2113projectssStuff )

To launch use the INI Editor set the MOD to vfs_config.UC113NAS.ini and the JA2 v1.13 Executable to JA_EN_NAS0.36a.exe (or newer as it becomes available).

So far I've tested to make sure items and default attachments (of which the Hybrid has quite a few) appear correctly. I've also checked to make sure the combo merger to produce the flamethrower works.

Now for my purposes I am wanting to know a few things: - do the attachments slots make sense? For instance I've eliminated many underbarrel accessory rails from the pistols. Too many pistols able to gain the RIS Bridge, however did I take it too far?

Page 62 of 203 ---- Generated from The Bears Pit Have I gone too far with the quad rail weapons? - I've increased the AP for single shot and Draw Cost penalties for most of the underslung launchers to 25% (increase), and an effective Burst and Autofire AP penalty of 15% (increase). Do the increased AP costs make sense? - If you run into any CTD's or other weirdness, please bear in mind that Warmsteel needs examples that can be easily found in "regular" JA2 1.13 (which means the base release which is built on the DATA-1.13 folder). Still, report the bugs, if necessary I can see about creating some analogue with the main data to demonstrate it.

Known problems: - I forgot to set the RIS Bridge rail to add a lower attachment point Upper full Optics rail (I have to do it directly with Notepad as MS Excel 2003 does not like more than a single add and single remove slot definition) - For now, try not to attach two of the same attachment at the same time, this does cause problems, that Warmsteel advises have been addressed in a newer version.

EDIT: Correction, I forgot to add the Upper RIS rail on the Bridge attachment.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Mon, 19 Apr 2010 14:47:03 GMT View Forum Message <> Reply to Message A small question about the current non NAS release.

Did you intend for the enemy item drops settings in the .INI file supplied to not use the enemy item drop XML files in the UC113 folder?

At the moment the INI is set so that it uses the old drop system not the new XML one.

The NAS hybrid does look interesting. Will give it a go today.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by majki on Mon, 19 Apr 2010 15:17:29 GMT View Forum Message <> Reply to Message Well, I' ve installed newest SVN 1220 and UC 1.13 and now I can't even start playing because the game freezes in main menu when I'm selecting any option:( With the older revisions of JA and UC I could play and I almost finished the game but constant freezes after about completing make me give up on it.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)

Page 63 of 203 ---- Generated from The Bears Pit Posted by Wil473 on Mon, 19 Apr 2010 16:19:16 GMT View Forum Message <> Reply to Message @Tango - I haven't created any .ini's based on the new system, for now please leave the .ini set to use the old system.

@majki - Does the game run (including starting a new game and the arriving in tactical) when in the INI Editor you set the MOD to the original vfs_config.JA2113?

EDIT: majik, are you referring to instability with original Urban Chaos, or earlier versions of the UC-1.13 Hybrid?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by majki on Mon, 19 Apr 2010 17:08:50 GMT View Forum Message <> Reply to Message I meant earlier versions of the UC-1.13 hybrid before. With original vfs_config for ja2 1.13 I can play with no problem.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 19 Apr 2010 18:24:27 GMT View Forum Message <> Reply to Message @majki - Delete the following folders: - Data-UC - Data-UC113 - Data-Graphics - Profiles\UserProfile_JA2UC113

That will more or less fully uninstall UC-1.13. Reinstall from the latest v20100411 .7zip archive. Don't forget to also replace Data-UC from an original Urban Chaos download.

Proposed Balance change: The RIS Bridge Rail (as long as it is fully defined to add both slots) is a very powerful add-on. I am considering the following changes to balance against it:

- All "Sniper" scopes will have a big Draw and AP for single shot penalty, 40% for 6x scope and 60% for 10x scope - All "Sniper" scopes will have a CTH penalties for Burst and Auto fire (to be determined, but big enough to reinforce the idea that Burst and especially Auto while peering through a scope is a very bad idea) - All weapons classed as "Sniper" rifles will have their Draw and AP for single shot costs brought down a bit so that they are more in line with single shot of other weapons with the same calibre - Result, player will continued to be allowed to attach Sniper Scopes to pistols, and other RIS equipped weapons, only it will not be worth it (unless it is a sniper rifle, or a very high end Assault

Page 64 of 203 ---- Generated from The Bears Pit or Battle rifle)

If anyone wants to see what I mean about the RIS bridge: 1) open up folder: Data-UC113NAS\TableData file: AttachmentSlotAssign.xml in notepad 2) find the entry that looks like this:

25 540 80 23 26

3) add 51 to the end so that it looks like

25 540 80 23 26 50

4) Save (not Save As)

EDIT: another balance change, is to add penalties directly to the RIS Bridge that still allows the Reflex and Adv.Reflex Sights to be beneficial, but not as much as they are stand alone on a SMG/AR/DMR. This penalty will of course make the use of a Hi-power scope on a pistol a bad idea.

EDIT2: sorry, I mean 50 not 51

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by majki on Mon, 19 Apr 2010 19:02:40 GMT View Forum Message <> Reply to Message Now it works fine, I dunno why I didn't try reinstall the UC-1.13 hybrid. Thanks a lot Wil:)

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Mon, 19 Apr 2010 20:15:08 GMT View Forum Message <> Reply to Message

Page 65 of 203 ---- Generated from The Bears Pit wil473@Tango - I haven't created any .ini's based on the new system, for now please leave the .ini set to use the old system.

I meant the INI supplied with the old system (ie current non NAS release).

Sorry for not being very clear.

Couple of finds so far:

Attaching an item to one of the internal attachment slots of the Alice Butt Pack (combat pack size) will CTD the game. I.e. in non NAS version a 4x battle scope can be attached to one of the four internal slots of the item. Trying this with NAS will CTD, also reproducable with the KORSAK LAM. Personally I don't have a problem with not being able to attach it, seems like a holdover from the OIV but the 4 attachment slots might need to be grayed out. PP-19-01 Vityaz cannot attach a Korsak LAM whereas it previously could. I can't work out the new XML structure enough to tell why. Will try to figure it out some more later, sorry.

Overall I like the concept a lot .

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 19 Apr 2010 21:19:56 GMT View Forum Message <> Reply to Message That first one is an odd one, and the second one is another mistake I made.

There is are no attachment slots defined for the A.L.I.C.E. Field Pack, so I was under the impression that nothing could be attached. Moreover, I thought with the LBE items, NAS did not allow attachments anyways. What happens when you try to "attach" something to a "misc" item such as the sound suppressor?

I'll take a look at the PP-19-01 Vityaz when the computer all the production is done on is available. Just taking the opportunity to do a clean up on it after four months in service and make a new PING image of the boot/system partition.

EDIT: It is confirmed that the PP-19-01 is missing the LAM/KORSAK-1 slot; however I'm not entierely sure if this was a mistake. The Vityaz may be fitted with a RSA compatible scope, which will replace the basic laser sight slot with a LAM/KORSAK-1 slot. I think the plan, and I really should leave notes for myself, is that built-in KORSAK support is only meant for weapons that cannot mount a scope.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Burzmali on Tue, 20 Apr 2010 16:20:56 GMT View Forum Message <> Reply to Message "- All "Sniper" scopes will have a CTH penalties for Burst and Auto fire (to be determined, but big

Page 66 of 203 ---- Generated from The Bears Pit enough to reinforce the idea that Burst and especially Auto while peering through a scope is a very bad idea)" sure, when running. but prone, short bursts will work nicely. it's ages ago, but at night AK with night vision scope was way more practical than night vision headgear and AK without scope. btw how it's going with the boat to the island :wave:

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 20 Apr 2010 16:52:36 GMT View Forum Message <> Reply to Message Just to be clear the 3.5x-4x scopes (PO 3.5x21P and RIS Battle scope) are not part of this rebalance. So far I am only suggesting the RIS 6x and 10x scopes be modified in this way. The PSO-1 may also be included, but I have to take into account the UC intention to allow/encourage players to "trick out" the M4A1 with this Russian DMR scope.

I'm rethinking having the boat being able to traverse from the west edge all the way to the east. Too many maps have to be modified, though to be honest, how many people see these endgame maps with all the crashes the Hybrid seems to be prone to. The goal of UCC is to remove maps.

- New Port for Port Kip is more or less done - Still have to work on widening the shipping lane to Port Kip - Some work has been done to give southern coast maps a cliff line - For now, it is probably best to have the boat start off from South East coast. - Comments made by bartenders about General Marco require that the maps north of Drake be more or less untouched

EDIT: one question to anyone using the current version of the mod. Does the queen seem to be sending too many reinforcement? For years, I have increased the queen's pool of troops to make sure all those garrison's were staffed. But now it seems the queen is sending multiple 20man teams to retake Calistio, which is a problem with reinforcements turned off. (Standard difficulty, aggressive AI turned off)

EDIT2: Tango, I just replicted your CTD in NAS 0.40a using the default campaign. It seems that there is something funny with the attachment slots and LBE's in general.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Thu, 22 Apr 2010 16:02:52 GMT View Forum Message <> Reply to Message Can someone please post the UC-113 Hybrid v20100411.7z and UC-113 Hybrid NAS mini-mod v20100418.7z files to a site that does not require a special app to be installed on your machine along with a site registration intended to make you a spam target? Thanks.

Page 67 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Thu, 22 Apr 2010 16:31:33 GMT View Forum Message <> Reply to Message @ ShadoWarrior; Dont click the download button but click the file name of the file itself in the box above it.

@ Wil473

Couple of things:

NAS related: The RPO-A as supplied with Rude Dog no longer has the default RPO round attached and so is unloaded. The bug with attaching things to LBE items in the original slots seems to be sorted in NAS 0.40a. If you right click on a Alice Combat pack the slots are greyed out. I've also only just noticed that the weapons as supplied in cache locations (presumably in the map data) are missing the appropriate stock. E.g. the AKSU-74 in C9. Perhaps as a work around Tony's and Bobby Rays could sell them?

This would also allow perhaps some other machine pistols to accept stocks and thus become useful backup weapons. For example the MP5K could become an MP5K PDW (with reduced autofire penalty and increased raise time) and the Stechkin machine pistol which came supplied with a wooden holster/stock combination.

Finally a police officer in Troy (H12 I think) was equipped with an M4 upper receiver which he was able to fire at me. However, when dropped it would then not fire (quite correctly) until mated with a lower. Possible making the uppers unable to accept magazines rather than having a disabled cursor might work better?

Cheers for all the hard work;

Tango

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Thu, 22 Apr 2010 17:03:42 GMT View Forum Message <> Reply to Message Tango@ ShadoWarrior; Dont click the download button but click the file name of the file itself in the box above it.I am still asked to register when I do that.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Thu, 22 Apr 2010 17:19:47 GMT View Forum Message <> Reply to Message Very strange, could possible be region based?

Page 68 of 203 ---- Generated from The Bears Pit ShadoWarrior check your PM's. Don't want to post a public link without getting an okay from Wil first.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Thu, 22 Apr 2010 21:32:52 GMT View Forum Message <> Reply to Message Does UC113 ignore the Ja2_Options.cfg settings for IMP creation? I'm assuming it reads the copy in the Data-UC113 folder? I have changed the minimum skill level from its default of 35, but the game is ignoring my change.

There have been a lot of changes to 1.13 since I was last active on these forums, such as the inclusion of VFS, and I may have missed some key setting somewhere.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 22 Apr 2010 22:24:43 GMT View Forum Message <> Reply to Message Tango, I have no problem with you reposting the mod, except for the fact I am about to release a new revision. Included in the fix list are several things you identifified over the last few days, though I am going to leave the PP-19-01 Vityaz with only the basic laser sight in NAS, if you want to attach the KORSAK-1, you will have to add either the PO 3.5x21P, Kobra reflex sight, or the Russian night scope.

ShadoWarrior, it has been a while. The settings you are looking for I think are in JA2_Options.ini near the top. Just make sure you edit the right one; the one in Data-UC113 for the normal game, Data-UC113NAS for NAS testing.

EDIT: This is what the next version should have

20100423 * Changed

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Thu, 22 Apr 2010 23:58:28 GMT View Forum Message <> Reply to Message Thanks Will. I'd overwritten the large one with the smaller NAS one, and that's what was causing me grief. Since I have several 1.13 installs I'm going to use for testing, I just restored from one of the other games and then edited accordingly. All's fine now. Thanks. How are you? (paraphrasing Han's line from Star Wars)

Page 69 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Mauser on Fri, 23 Apr 2010 00:15:15 GMT View Forum Message <> Reply to Message ShadoWarriorDoes UC113 ignore the Ja2_Options.cfg settings for IMP creation? I'm assuming it reads the copy in the Data-UC113 folder? I have changed the minimum skill level from its default of 35, but the game is ignoring my change.

There have been a lot of changes to 1.13 since I was last active on these forums, such as the inclusion of VFS, and I may have missed some key setting somewhere. man, you have no idea what you

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 01:49:02 GMT View Forum Message <> Reply to Message Mauser1.13 isn

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Marlboro Man on Fri, 23 Apr 2010 04:31:43 GMT View Forum Message <> Reply to Message Quote:Thanks for the warm welcome back!

Look what the cat dragged in. :blackcat:

Good to see you back man. :wave:

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 05:04:18 GMT View Forum Message <> Reply to Message Thanks MM! Yep, still alive, still kickin', still ornery.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 10:42:32 GMT View Forum Message <> Reply to Message I'm having a weird problem. The people you can recruit along the way, like Rude Dog or that big

Page 70 of 203 ---- Generated from The Bears Pit guy in the starting sector (Rosebud?) have the correct pics and sound files, but their text names and stats are as per non-UC. For example, Rude Dog is "Miguel" and the big guy guy is "Ira" (complete with expert training skill). I suspect that some files didn't get overwritten when I copied UC over the 1.13, but I followed the posted instructions on the forum point by point.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Fri, 23 Apr 2010 10:44:24 GMT View Forum Message <> Reply to Message do they have correct names? me blind i'd say your profdat is f*cked up - could you have a look with proEdit in both your 'data\binary_data' and 'data_(whatever it's called)\binary_data' - miguel is no 57 you either have a standard profdat in 'data_(whatever it's called)\binary_data' or no uc-profdat at all

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 11:02:12 GMT View Forum Message <> Reply to Message The prof appears to be the correct one. I should also have mentioned that when I found Rude Dog he had the correct equipment (RPOs). It's only the names and stats/skills that are wrong.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Fri, 23 Apr 2010 11:08:59 GMT View Forum Message <> Reply to Message the equipment has no longer anything to do with profdat - equipment is stored in xmls

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 23 Apr 2010 13:58:37 GMT View Forum Message <> Reply to Message The relevant prof.dat should be in Data-UC113. ShadoWarrior, are you using the default folder structure, or are you reassembling all the files into the Data or Data-1.13 folder? The alternate install method you suggested in past should not be necessary anymore due to VFS. VFS even made the installer unnecessary.

Page 71 of 203 ---- Generated from The Bears Pit Oh and are you playing the normal Hybrid or the NAS mini-mod?

I should have the new version posted tonight, among other things, it corrects a minor PROF related issue in the NAS .ini (NAS is based on an older version of the SVN, before they reordered the .ini structure, therefore the need for a seperate .ini).

EDIT: more shameless promotion - I remembered to add the RG6 (six shot grenade launcher) to the enemy items selection list. People may want to flip on "drop-all" to ensure they get this item.

EDIT2: On giving it more thought, if you have been rearranging the Data folders, and are using the NAS mini-mod, the symptoms you are describing could be caused by the "minor PROF related issue in the NAS .ini" I didn't see any point in continuing to update eight different prof.dat's when the option to force the use of the default prof.dat became available to use. That being said, I didn't delete the extra prof.dats, but if you have been consolidating the Data folders then the symptoms could be caused by the error in the .ini.

Please check in the relevant JA2_options.ini that ALWAYS_USE_PROF_DAT = TRUE

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 17:30:59 GMT View Forum Message <> Reply to Message "ALWAYS_USE_PROF_DAT" no longer appears to exist in the file. I have the following set:

USE_DIFFICULTY_BASED_PROF_DAT = TRUE READ_PROFILE_DATA_FROM_XML = TRUE WRITE_PROFILE_DATA_TO_XML = TRUE

I suspect it may be the last two settings, which I had changed from their FALSE defaults.

Quote:The relevant prof.dat should be in Data-UC113. ShadoWarrior, are you using the default folder structure, or are you reassembling all the files into the Data or Data-1.13 folder? The alternate install method you suggested in past should not be necessary anymore due to VFS. VFS even made the installer unnecessary.

Oh and are you playing the normal Hybrid or the NAS mini-mod?Default UC113 structure with 5 data -related directories, including data-UC and data-UC113. NAS, but I consolidated the NAS files into the UC directories. I suspect that may be the root cause of my ongoing problems.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Fri, 23 Apr 2010 17:36:25 GMT View Forum Message <> Reply to Message nope - it's the first

Page 72 of 203 ---- Generated from The Bears Pit USE_DIFFICULTY_BASED_PROF_DAT = false the last two are profex-related

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 23 Apr 2010 17:41:52 GMT View Forum Message <> Reply to Message USE_DIFFICULTY_BASED_PROF_DAT = TRUE (Should be set to FALSE) is the new format .ini variable that the main SVN JA2.exe uses (non-New Attachment System).

I checked the Ja2_Options.ini in the old v20100411 and the soon to be released v20100423; both have it set to FALSE. As a failsafe I'll recopy the prof.dat for the difficulty based profs, but I make no promises about keeping them updated.

EDIT: I should warn everyone, I haven't checked v20100423 for savegame compatibility (SVN .exe or NAS .exe). As always, please try the Beta test with the default .ini; or be sure to tell me what settings you have changed when reporting issues found.

EDIT2 (Re-read Shadowarriors post): Ok by consolidating the NAS folder into one of the other Data folders, I am guessing that you are trying NAS. The variable you are seeing tends to indicate you are using the non-NAS .ini. The Data-UC113NAS folder contains its own Ja2_Options.ini based on the one found in Warmsteel's NAS releases. Due to code differences and timing, NAS uses an old format .ini (with its own added variables).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 17:47:00 GMT View Forum Message <> Reply to Message LogistericUSE_DIFFICULTY_BASED_PROF_DAT = falseI presume I have to start a new game for the change to show up? I made the change back and it (not surprisingly) seems to have no effect on a saved game.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Fri, 23 Apr 2010 17:47:45 GMT View Forum Message <> Reply to Message i'm not sure - just try it i'm still blind, lol yeah start a new one

Page 73 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 17:50:43 GMT View Forum Message <> Reply to Message Blind? Perhaps. Helpful? Definitely yes.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 23 Apr 2010 17:51:46 GMT View Forum Message <> Reply to Message ShadoWarrior, are you using the NAS .exe? And yes, you will need to start a new game.

Copy of Edit from above as we seem to be conversing in near real time: Ok by consolidating the NAS folder into one of the other Data folders, I am guessing that you are trying NAS. The variable you are seeing tends to indicate you are using the non-NAS .ini. The Data-UC113NAS folder contains its own Ja2_Options.ini based on the one found in Warmsteel's NAS releases. Due to code differences and timing, NAS uses an old format .ini (with its own added variables).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 17:54:25 GMT View Forum Message <> Reply to Message No, I am not using the NAS .exe. Stupid question, but should I be using the NAS.exe with UC113?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 23 Apr 2010 17:59:59 GMT View Forum Message <> Reply to Message Ok, there are item availabiltiy and merger differences between normal (SVN) and NAS mini-mod.

If/when you try New Attachment System; NAS files should be installed as if there was no UC-1.13 Hybrid, per Warmsteel's instructions. Don't put Warmsteel's files into the Hybrid Data folders, as they will overwrite my customized NAS data XML's.

EDIT: Yup, for NAS mini-mod see below from the next release

In the INI Editor, please set before Launching 2: JA2v1.13 MOD = vfs_config.UC113NAS.ini JA2v2.13 Executable = JA2_EN_NAS_0.40a.exe (or newer version of NAS)

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 18:07:20 GMT

Page 74 of 203 ---- Generated from The Bears Pit View Forum Message <> Reply to Message I'm just going to "reinstall" UC. Doesn't take long since I already have multiple backup copies of 113.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 18:31:54 GMT View Forum Message <> Reply to Message After reinstalling UC113 and NAS, which Ja2_Options.ini file should I be editing to have the game play as I like: the one in the data-UC113 folder or the one in data-UC113NAS?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 23 Apr 2010 18:42:44 GMT View Forum Message <> Reply to Message If you want to try out NAS, the one in Data-UC113NAS. Otherwise Data-UC113, however as far as I know no .exe project except for HAM 3.6 (which is already part of the current SVN release) is using the new format for Ja2_Options.ini

If all goes well, I'll have the v20100423 release up on Moddb as well as esnips later today.

EDIT: Well it is later today now, just waiting for Mod DB to authorize the file. Otherwise it is available from the usual location. I don't know if it is just my firewall, blocked url/IP list, or region, but both the Download buttion, or clicking on the file "icon" above the download button both simply download the file (using the plain browser).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 21:16:32 GMT View Forum Message <> Reply to Message It's remarkable how much better my game now plays once I reinstalled and didn't try to get "fancy" with consolidating folders.

Quote:

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 23 Apr 2010 21:32:16 GMT View Forum Message <> Reply to Message In theory, as long as you have not visited these maps yet in your present savegame, there is no need to restart.

Page 75 of 203 ---- Generated from The Bears Pit By the way, I am still waiting for v20100423 to be authorized on Mod DB. If you are testing the NAS mini-mod, you may want to restart with the new version.

EDIT: forgot to note that a testing goal of v20100423 (NAS mini mod) is to see if the AI successfully loads multiple grenades into the RG6. ie. do you find RG6's with more than one grenade attached?

EDIT 2: Spoke too soon, here is the Mod DB link: http://www.moddb.com/games/jagged-alliance-2/downloads/urban-chaos-113-mod-v20100423

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 21:42:14 GMT View Forum Message <> Reply to Message Thanks for the quick reply.

Quote:If you are testing the NAS mini-mod, you may want to restart with the new version.I am testing the NAS mini mod. Is the restart really necessary if a player hasn't yet found any of the items that you tweaked in this latest release?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 23 Apr 2010 21:49:14 GMT View Forum Message <> Reply to Message Due to the rapid (and savegame breaking) releases of NAS, I didn't actually play long enough to have many savegames. So honestly, the new game part is only a suggestion.

I am not sure if EnemyItemChoice.xml requires a new game to take effect. If you start seeing lots of RGM (single shot) launchers but no RG6's then yes you will need to start a new game. The RG6 is a copy of the RGM only with attachment slot definitions to give it 6 slots. Now that I think about it that's probably the first bug identified for v20100423, I don't remember adjusting the price of the RG6 from that of the RGM.

EDIT: confirmed, the RG6 is available (NAS mini-mod only) for the incredibly low price of the $500. At least I remembered to set the weight correctly at 6.2kg unloaded. Consider this a sale price for early adoption of this item that needs to be tested.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 23 Apr 2010 22:47:22 GMT View Forum Message <> Reply to Message I'm having to restart. Sector A10 was flagged as having enemies, yet no enemies were visible anywhere in the sector. I'll see if this problem persists in a new game.

Page 76 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 23 Apr 2010 22:53:45 GMT View Forum Message <> Reply to Message Sounds like the missing garrison bug again. I'm not sure if NAS has that one resolved, though the normal SVN release seems to have it fixed.

EDIT: This isn't a proper sample size but with v20100423, I got the following results: Default JA2.exe from SVN - first try the garrison was there as they should be in A10 when I entered from the subway (after defeating the subway hooligans) NAS 0.40a - first try resulted in a weird incident where on the second turn of combat, the game jumped to Map A1 suffering a crepitus attack. This is dispite the .ini having the Crepitus turned off (confirmed afterwards). The game soon CTD on returning to A10 basement. I had a save from entering combat in the subway, but this led to the same crepitus incident. Reloaded again, and use cheat to quickly dispatch the hoodlums, found that garrison was missing on surface (A10).

Now I am suspecting this was a pre-existing bug from the code NAS was based on. So I am not going to worry unless this crops up again in a version of NAS based on the current code where the problem should be fixed.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sat, 24 Apr 2010 01:00:38 GMT View Forum Message <> Reply to Message Thanks for the feedback. I've decided to restart (again) and this time ignore the NAS. NAS is a nice mod, but I'll wait until that code is more stable.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sat, 24 Apr 2010 23:30:29 GMT View Forum Message <> Reply to Message This isn't a UC-specific bug, but that serious memory leak issue in the save/reload functionality that I complained about (a lot) a few years ago, that was finally quashed by Chris during the beta of NIV, is now back and with a vengeance. I'm using the latest (1221) SVN files.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Faithless on Sun, 25 Apr 2010 09:21:50 GMT View Forum Message <> Reply to Message This is not with the NAS exe, me hopes? (just making sure)

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)

Page 77 of 203 ---- Generated from The Bears Pit Posted by ShadoWarrior on Sun, 25 Apr 2010 14:57:37 GMT View Forum Message <> Reply to Message No, the memory leak is with the production SVN .exe. I stopped using NAS when I ran into the missing garrison bug.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sun, 25 Apr 2010 20:53:24 GMT View Forum Message <> Reply to Message Will, is there a document somewhere that gives all the details for the armor upgrades, such as the medic and commando kits I've found? I've looked in the various wikis and searched this site and cannot find anything on the subject. The in-game descriptions merely state what armors they can be attached to, not what the effects of doing so are.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 25 Apr 2010 21:04:01 GMT View Forum Message <> Reply to Message Sorry, I was in the other post. I'll answer in more detail here, but I will need to check with the XML Editor so wait for my updates please.

Commando Upgrade + Spectra (or Dyneema) Vest = Commando Vest/Pants and Commando Basic LBE Commando Upgrade + Spectra (or Dyneema) Pants = Commando Vest/Pants and Commando Holster

Striker Upgrade + Spectra (or Dyneema) Vest = Striker Vest and Striker LBE Striker Upgrade + Spectra (or Dyneema) Pants = Striker Pants and Striker Holster

Commando Basic LBE (vest) + 40mm Grenade Panel = Commando Grenadier LBE Commando Basic LBE (vest) + SAW Pouch = Commando LMG LBE Commando Basic LBE (vest) + MP Holster = Commando SMG LBE Commando Basic LBE (vest) + Canteen/Utility Pouch = Commando Commander LBE

Stealth Ops Helmet/Vest/Leggings Upgrade Kit + Kevlar Helmet/Vest/Leggings = Stealth Ops Helmet/Vest/Leggings

Longcoat + MP Holster = Longcoat Holster Rig Longcoat Holster Rig + MP Holster = Longcoat Dual Holster Rig

Commando Vest + Medic Patch = Commando Medic + Medic LBE Upgrade Commando Basic LBE + Medic LBE Upgrade = Commando Medic LBE

I cannot seem to find the Recon Vests in the XML Editor, so I guess I didn't put them in (yet).

Page 78 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sun, 25 Apr 2010 21:10:15 GMT View Forum Message <> Reply to Message Also the game crashing during enemy turns when your IMP is on a rooftop sniping at people is back as well. I'm rather discouraged to see bugs that were quashed 3 years ago reappear ...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 25 Apr 2010 21:17:38 GMT View Forum Message <> Reply to Message That rooftop sniping crash is a new one for me (or at least a forgotten one).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sun, 25 Apr 2010 21:24:15 GMT View Forum Message <> Reply to Message Crashes due to "excessive" saving/reloading, rooftop sniping, and missing garrisons are all old bugs that were fixed by the time NIV went into beta. (They were quashed while NIV was in alpha.) That's why I'm somewhat annoyed to see them rear their ugly heads again. The current SVN .exe is not nearly as stable as the ones I was using back in 2007.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 25 Apr 2010 21:31:32 GMT View Forum Message <> Reply to Message For me, Missing Garrison only seems to have been fixed in the most recent SVN .exe... For the longest time people were debating if the bug really existed outside of my imagination. Headrock only looked into it a few months ago, and his fix wasn't incorporated till recently.

Guess I really should have been more involved on the code side in 07.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sun, 25 Apr 2010 21:45:19 GMT View Forum Message <> Reply to Message Missing garrisons may not have been fixed in '07 and I might be misremembering. But the other two I am certain were fixed. When ChrisL was cleaning up some of the memory management changes another coder made (a fellow who Chris and the rest of us were having arguments with, whose name I now forget), the save/reload bug serendipitously vanished. And I don't recall crashing while rooftop sniping while I was testing NIV, which is why I know it was fixed way back in '06 or '07.

Page 79 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 25 Apr 2010 21:51:52 GMT View Forum Message <> Reply to Message Ah, well if it is who I think you are thinking of, the last of that code is still being removed/disabled/fixed/rendered harmless...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Tue, 27 Apr 2010 13:29:16 GMT View Forum Message <> Reply to Message Is it normal for the bad guys to attack Callisto an average of 1-2 times a day (in packs of 20, about half of which are elites)? I'm in expert mode, if that matters as far as frequency of attacks goes. I had to increase the number of allowed militia per sector to 36, and I still can barely train enough to keep up with the losses. 20 on 20 versus green militia the enemy rolls over them without breaking a sweat.

Also, are the SAM sites in UC in the same locations as in normal JA2? It's been a long while and I don't recall.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Tue, 27 Apr 2010 13:34:18 GMT View Forum Message <> Reply to Message how many mercs do you employ? iirc the sam are where they used to be

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Tue, 27 Apr 2010 13:39:03 GMT View Forum Message <> Reply to Message I currently have 9 mercs, 4 of which are trainers (Ehli, Jubilee, Raider, and Rude Dog). The rest are busy repairing stuff.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Tue, 27 Apr 2010 14:07:50 GMT View Forum Message <> Reply to Message have a combat-squad and intercept the enemy outside callisto - one guy repairing - two training milita untill you have fortified callisto

Page 80 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 27 Apr 2010 16:24:56 GMT View Forum Message <> Reply to Message No, the constant 20 man attacks seem to be a new thing. I'm going to try tweaking the Queen's pool of troops settings in the .ini again. Though one problem I noticed is that on day one, the SAM sites are practically un-staffed, no matter what I do in the .ini.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Faithless on Tue, 27 Apr 2010 16:52:37 GMT View Forum Message <> Reply to Message There are some enemy patrol settings in the xml's. You can give the patrols priority's to different routes. If you choose high priorities around towns, the enemies that walk by your town will sense enemies in the next sector, being your town, and attack. If you choose to have low priorities for SAM sites, they might get undermanned.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 28 Apr 2010 01:44:43 GMT View Forum Message <> Reply to Message SAM sites already have a higher priority than towns, unless I set them backwards (99). Only the Queen's guard is higher.

Has anyone had a chance to see the new scope penalties yet?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Wed, 28 Apr 2010 09:57:51 GMT View Forum Message <> Reply to Message A Dragunov SVDS has a single shot cost of only 12! While the SVD costs 42. Surely that's a typo?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 28 Apr 2010 13:47:46 GMT View Forum Message <> Reply to Message No, that is me forgetting again that I wanted to remove the folding stock from the SVD-S. Next version the SVD-S is just going to be a lighter SVD.

EDIT: I just noticed that BR's description claims the SVD-S is heavier. Now I need to do some research. Perhaps I'll keep the folding stock and just make sure I take that into account.

Page 81 of 203 ---- Generated from The Bears Pit EDIT2: Tracked down the error with the SVD-S, I forgot to change its stats when I simplified the Folding Stock System two versions ago. Now the only differences between the SVD and the SVD-S are higher weight, the folding stock and lack of a default optic for the latter. Remember with most other sniper rifles you encounter, the optic is responsible for a large porportion of the AP cost with the new attachment penalties. The next NAS version will make use of the additional default attachmnents to give the SVD-S an optic.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Wed, 28 Apr 2010 14:35:02 GMT View Forum Message <> Reply to Message Something I've noticed too, regarding weapons.. The Car-15 has a drawcost of 13 or 15, I think. Yet the AKS-74U, with a deployed stock, has a drawcost of 18? This seems a little off to me, as the AK's a shorter, more manoeverable weapon, by the looks of it. Even with the stock folded out.

Admittedly, I'm no weapons-expert, just throwing out a seeming anomaly.

Edit: Actually, thinking on it, the same applies to some of the SMGs, like the Skorpion, and the AEK919k. They've both got draw-costs in the 18 range with deployed stocks. Personally, I'd have the Skorpion, et al have drawcosts equivalent, or a point or two higher than normal handguns with folded stocks, and maybe 15 or so with deployed stocks.

Also, what's up with the sawn-off? A drawcost of again, 18-ish, I think? A tad high for a minimal-range two-shot boomstick.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 28 Apr 2010 14:46:58 GMT View Forum Message <> Reply to Message Sawn-off - yeah that one seems a bit high.

Machine Pistol folding stocks - I'll take a look at the balance for those again, vs. pistols and larger SMG's. MP's have always been the hardest to balance in the system I've devised.

CAR-15 vs. AKS-74U - That one I can explain, the CAR-15 has an adjustable stock which vs a non-adjustable folding stock has the potential for faster draw. That being said, I have not yet produced an adjustable folding stock (FN SCAR and Bushmaster ACR). The AKS-74U with the stock folded should have a faster draw however.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Wed, 28 Apr 2010 14:58:07 GMT View Forum Message <> Reply to Message

Page 82 of 203 ---- Generated from The Bears Pit Ahh, fair comment. I never noticed that on the CAR-15. Must be my eyesight.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 29 Apr 2010 04:46:45 GMT View Forum Message <> Reply to Message SAM garrison is fixed, sort of, I set the three to use the same army group as the Queen's defence.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Thu, 29 Apr 2010 05:43:42 GMT View Forum Message <> Reply to Message I'm more concerned with how frequently I'm being attacked in Callisto than with the SAM garrison (which was plenty tough already, as I just took over the eastern SAM and it had 20+ enemies). Twice daily attacks is too much. If I wanted insanity I'd play on insane mode.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 29 Apr 2010 17:11:47 GMT View Forum Message <> Reply to Message Ok, I think I know what is going on. In addition to the generous initial pool for the queen to deploy, I have city garrison set too large, and with too high a priority.

From my testing it looks like whatever reason I had for the reduced force pool is gone (probably the mistake in the SAM garrisons which I have fixed properly as well now). I am going to do some more testing before I advise of the specific changes.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Thu, 29 Apr 2010 17:54:42 GMT View Forum Message <> Reply to Message Well, at least some good is coming out of the terrific pounding I'm taking daily.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Faithless on Thu, 29 Apr 2010 20:52:58 GMT View Forum Message <> Reply to Message To be honest I notice constant pounding in the 1.13 mod too, not just UC.

Page 83 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 30 Apr 2010 18:29:05 GMT View Forum Message <> Reply to Message Does anyone remember if the AI had a tendency to occupy A9 and A10 (Omerta) on day one in regular Alrulco JA2? I am doing some testing with the new force levels and am finding that A9 and A10 are re-occupied almost as soon as I move on.

I am pausing work on the NAS mini-mod till WarmSteel is ready to proceed to Beta/current SVN code base. Fun as it is, I am running into too many non-NAS bugs that seem to be related to the old code. Unless there are major changes to the XML's, the current release more or less tests every part of NAS to be used (I think I've got every NAS feature up till 0.42a in use in some form or another). By all means keep testing it, but I won't be releasing anything new till it is in Beta or later on. Of course I'll still be trying to break it, but using the default campaign.

UCC News: I think I have a handle on how I am going to do the southern coast/cliffs of Danubia. Next challenge will be to integrate in a third vehicle (I think I read somewhere we've had the ability to add a third vehicle some time ago). The final step is the comparatively simple replacement of graphics to make the Eldarado look like a small boat. Implementation of the boat and non-connective road (coastline) will of course restore connectivity to the island by foot/swimming, jut not from the same place. Oh and the eventual plan is for this route to the island to have a "roadblock" of sorts...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Fri, 30 Apr 2010 18:39:04 GMT View Forum Message <> Reply to Message at least in 1.13 they do - and it fits d's lines (N075_014: Send my troops to the location at once!), but iirc they did not attack omerta.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Fri, 30 Apr 2010 19:16:55 GMT View Forum Message <> Reply to Message Quote:I am going to do some more testing before I advise of the specific changes.Can you please post your fix? I'd really like to put a stop to the excessive attacks.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 01 May 2010 13:16:41 GMT View Forum Message <> Reply to Message ShadoWarrior, send me an email at the project's gmail.com address: uc.ja2113.projects

Page 84 of 203 ---- Generated from The Bears Pit After the initial overactivity at Atremo things quieted down substantially, I may have taken things too far, but I only have half of Calisto taken for two days (building up militia, no counterattacks yet). I'll send you a preview of what I am doing (they are just XML files, so no point in delaying it for several hours waiting for ModDB to authorize).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sat, 01 May 2010 17:02:32 GMT View Forum Message <> Reply to Message Wil, sent you an email a couple of hours ago. Eagerly awaiting your reply ...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 01 May 2010 17:37:25 GMT View Forum Message <> Reply to Message Right, it has been sent.

Now aside from the SVD-S error, how is everyone finding the new scope penalties?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sat, 01 May 2010 17:46:28 GMT View Forum Message <> Reply to Message Got the file. Thanks!

Can't really say re: scopes, yet, as the only weapons/scopes I've found are SVDs with the PSO-1s.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 01 May 2010 17:48:58 GMT View Forum Message <> Reply to Message The PSO-1 and 4x Battlescope both have the new AP penalties, though as I am using 4x as the margins of "sniper" scope territory, they are relatively mild compared to the two scopes with approximately 10x magnification.

EDIT: oh by the way, you will be needing to start a new game for the .ini to take effect.

Page 85 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sat, 01 May 2010 17:53:52 GMT View Forum Message <> Reply to Message Quote:oh by the way, you will be needing to start a new game for the .ini to take effect.Frak.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 01 May 2010 19:36:50 GMT View Forum Message <> Reply to Message Has anyone checked with the population of Calisto for hints on the pilot's location? I am not sure if I missed it, or whether there is something wrong here, but in my current test game, nobody is bothering to mention which farm Goose is located in.

EDIT: also is anyone noticing that the current JA2.exe (SVN) seems to be locking/crashing a lot when trying to exit the game?

EDIT2: Expert difficulty level, four days after all sectors of Calisto have been taken (including E13 which is back to non-garrisonable suburb status) and there is finally a small counter attack. My test game is sort of half cheating in that I have 6 IMP mercs; but I haven't used any cheat codes. Will hang around Calisto for a little while longer. Not having the townsfolk tell me where Goose was is a bit annoying, especially since he was in the last farm to be searched.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sat, 01 May 2010 22:58:30 GMT View Forum Message <> Reply to Message I have not had any crashes at all when exiting the game using the latest SVN .exe.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 02 May 2010 01:58:17 GMT View Forum Message <> Reply to Message Ok, I think I have too much stuff in my old install of JA2. Another clean install later and yeah, the program is shutting down fine. Day five since I took Calisto, and so far only one small attack. Two days since NE SAM was taken and not even a patrol nearby. I should up the security around the SAM sites for the next release...

ShadoWarrior, if you haven't started a new game yet, and since I know you are not afraid of editing the .ini you may want to increase QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 20 to 30 or 40. In v20100423 it was set to 60.

EDIT: taking advantage of the fact I have a reasonably clean SVN install of 1.13 I checked the

Page 86 of 203 ---- Generated from The Bears Pit default .ini; looks like they have it set to 60 as well.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Thu, 06 May 2010 06:39:45 GMT View Forum Message <> Reply to Message Grunty's text on the AIM page states that he's good with heavy weapons and is currently acting as a trainer. Yet his personnel file lists his skills as heavy weapons and night ops. Shouldn't he have training skill instead of night ops?

I've edited my prof.dat (and the merc XML file, which isn't being used by UC) and used a hex editor to edit my saved game to adjust this.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Sat, 08 May 2010 14:23:54 GMT View Forum Message <> Reply to Message But you have to take into account, that Grunty is the ONLY Merc with Night Ops AND heavy weps, AFAIK. Im pretty sure ive never even seen an added merc/rpc witht this combination, and Grunty has a permanent place on my roster in ANY Ja game so far.

@Wil

Very good progress here, so it seems. Thumbs up man, is the current beta download already including the listed fixes and changes? Would like to try it again if its up to date. regards

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 08 May 2010 16:06:39 GMT View Forum Message <> Reply to Message Sorry, sidetracked by real life.

In the original Urban Chaos prof.dat, Grunty has Night Ops and Heavy traits. Not sure if there was an intention to make him a trainer as per the continuing back story for A.I.M.

ShadoWarrior, how are you finding the Queen's force levels? Did you adjust

Page 87 of 203 ---- Generated from The Bears Pit QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL back up from 20? So far I am thinking something has changed in the .exe which accounts for the constant "Drassen Counter attack" size forces, and cutting back the Queen's forces should balance things back to the way they were.

EDIT: forgot to mention, ran into some problems with UCC, for some reason I cannot seem to get a "passage" setup along the south edge of Balime. I think it was just me trying to do too much at once so when I have a moment I'll try again. My plan to reduce the number of maps so far has increased the number. I am not sure about the game's lategame stability with the current .exe; perhaps it won't be necessary to cut back on maps... well one can hope.

EDIT2: Hazmat, the current release does not have the updated garrisons. Shadowarrior has a RC where QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 20, but I am thinking this cut was too drastic (default is 60). I hope to be releasing a patch soon.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Sat, 08 May 2010 17:27:34 GMT View Forum Message <> Reply to Message @Wil

So, im guessing this means players encountered too much garrision troops eh? Well i dont mind killing lots of guys, but then again i dont know the exact numbers. Ive not been following the thread for a long time, after i encountered serious crashes in the hybrid and decided to step back for now and jump back in later.

So here i am and im anxious to play with all the cool toys you packed, especially after ive seen the fix list.

Ill report after some playing

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sat, 08 May 2010 17:31:52 GMT View Forum Message <> Reply to Message I have several other mercs, including my IMP, with night ops. One can never have too many trainers.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sat, 08 May 2010 17:36:45 GMT View Forum Message <> Reply to Message Quote:ShadoWarrior, how are you finding the Queen's force levels? Did you adjust

Page 88 of 203 ---- Generated from The Bears Pit QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL back up from 20? So far I am thinking something has changed in the .exe which accounts for the constant "Drassen Counter attack" size forces, and cutting back the Queen's forces should balance things back to the way they were.I started my current game before you advised to reset the number from 20 to 60. But I don't think that particular number makes all that much difference, though I could be wrong. However, the changes you made in the patch you sent me fixed the issue with the constant heavy attacks. Now I only get attacked on average once every 24-36 hours, and with an average of only 14-20 soldiers, instead of always 20. The eastern SAM site had 20, same as before your patch, so everything seems okay.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 08 May 2010 17:48:16 GMT View Forum Message <> Reply to Message I'm only playing at experienced, so that's probably why I am not seeing too much in the way of counter attacks. Raising the pool from 20 to 30 shouldn't cause too steep of an increase.

Hazmat - to be honest, v20100423 did not fix anything crash related, though someone did note that a bug in the main 1.13 has been corrected which may increase stability. My current personal "testing" is seeing if this is the case.

The included NAS mini-mod, while something that everyone should take a look at so as to help Warmsteel with testing, has stability issues related to the code base it is based on. That being said, there is a non-crashing bug, introduced in the post HAM 3.6 code base related to civilian hints (though the last version of HAM 3.6 I could find, does not have this bug).

Speaking of v20100423, I've identified a bug with the underslung grenade launchers. In my bid to penalize attachments (AP modifier to make firing and draw higher) I forgot that the launcher itself has a firing cost. Therefore you all might be finding that the underslungs have an awfully high firing cost. This will be corrected in the patch which should be released soon.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sat, 08 May 2010 18:13:35 GMT View Forum Message <> Reply to Message I always play at 'expert', which doubles the number of attacks as compared to 'experienced'. (JA2 has always been too easy, IMO, at anything less than 'expert'.) But prior to patch RC 20100501 it was far worse than 'insane'. The attack frequency was so incessantly tedious as to border on being no fun.

I haven't found any underslung GLs so I haven't noticed anything amiss with them.

The current .exe has very serious memory leaks in the save/reload code. The fixes that were

Page 89 of 203 ---- Generated from The Bears Pit made in that area back circa '07 have been undone by someone since then. Whomever that is should be beaten over the head with a duffel bag full of wet dirty laundry for destabilizing working code.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Thu, 13 May 2010 17:01:53 GMT View Forum Message <> Reply to Message I've just made a rather... Startling discovery.

Take an AMD-65M (Normally a rather sub-par weapon). Throw on a basic scope, say the entry-level PO 3.5 scope (Gives a bit of to-hit bonus, aimbonus and reduces shot-AP). Stick on a Korsak laser, for a nice bit of to-hit bonus inside 25 squares. For giggles, add in a bipod, for another 10 to-hit bonus.

Now, the icing on the cake (And something I'm sure isn't intended): Add on an extended stock. This gives another hefty chunk of to-hit bonus AND reduces ahot-AP fairly massively.

Now you've got an assault rifle with a to-hit bonus of 40+, and a single-shot AP cost of 2-3, depending on your merc's APs. And yes, you read that right. That's 2-3, NOT 23.

Methinks the AMD-65M could use either removing the folding stock slot, or having it's base stats nerfed to be inline with other rifles that use the system. As is, it's wide open to abuse and exploitation.

I *think* the main problem is that AP-cost percentage increases/decreases are all added together THEN applied to the weapon. So in this case, it'd be the PO scope and the extended stock combining to give a heinous %-reduction of 80%+.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 13 May 2010 19:43:16 GMT View Forum Message <> Reply to Message AMD-65M w/stock, is a bug. The AMD-65M is supposed to be fixed stock only, essentially an AKM with a built in foregrip. Something else I need to add to the patch...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Thu, 13 May 2010 19:46:17 GMT View Forum Message <> Reply to Message Oh, forgot to mention.. I'm using the NAS minimod. I don't know if that's relevant or not.

Page 90 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Thu, 13 May 2010 21:35:14 GMT View Forum Message <> Reply to Message Any hint, Wil, as to when you'll put out the next patch? And will it include the SVN changes through 1222?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 14 May 2010 14:24:01 GMT View Forum Message <> Reply to Message I just have one or two more thing to test before I release the patch. ShadoWarrior, the RC patch you have has the essential part that waters down the queen's ability to field recovery attempts. Hopefully tonight or tommorow (10/05/13-14) the patch will be posted on Moddb and esnips.

Examined SVN 1222 this morning and there is nothing in the log concerning the .exe, only a fix to attachments which has no effect on the hybrid as it has its own XML's. I'll give the game a run with the new revision in place just to be sure.

Minty, did the AMD-65M have a folding stock as a default attachment or is it something you scavenged from another weapon? Real work on NAS is suspended till Warmsteel is ready to proceed onto the current code base, but I will remove from the AMD-65M the stock attachment slot.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Fri, 14 May 2010 15:15:34 GMT View Forum Message <> Reply to Message All the AMDs I've found came without an attached stock, but with the stock-slot available in NAS. I've not been playing OAS since you released the minimod, and I doubt I'll go back to OAS.. It'd be as painful as going back to pre-NIV, or pre-HAM..

But yeah.. I just scavenged an extended stock off one of the unfeasibly common AK-105s and slapped it in. It wasn't *too* heinous till I thought of adding on the PO scope. Honestly, the scope might be a little OP, as it gives sightrange bonus, aimbonus, allows attachment of a Korsak, AND gives a shoot-AP reduction too. All for what? About $500 or so from Bobby Ray's? The reflex scope doesn't do half of that, yet it costs upwards of $2k..

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 14 May 2010 15:25:33 GMT View Forum Message <> Reply to Message If you are seeing a real shoot-AP reduction then something is wrong. 4x and above scopes are supposed to give a negative shoot-AP reduction. I'll have to check the XML's, but I do not believe

Page 91 of 203 ---- Generated from The Bears Pit the Korsak gives an AP reduction.

4x PSO-1 = 20% increase General/Ready AP 6x PSO-P = 30% increase General/Read AP; -30% Burst/Auto CTH 10x Sniper Scope = 50% increase General/Read AP; -75% Burst/Auto CTH

Minty, can you confirm if it is a negative or positive reduction please, I am not able to test right now.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Fri, 14 May 2010 15:38:21 GMT View Forum Message <> Reply to Message No, no.. This is the PO 3.5P, or whatever it's called. I've not fired up UC today, but I *think* it gave a 20% reduction in AP costs, or thereabouts. The progression for Russian scopes seems to go Kobra, PO 3.5P, PSO-1, PSO-P.

And the Korsak's working as intended: giving a to-hit bonus inside it's 25-square range, not giving an AP-reduction of any kind.

I know this is a little late in the day, and the system's already nicely established but.. What do you think of the concept of revising the folding stock system, so that all weapons that can take folding stocks have base stats as though the stocks were folded, and only saw accuracy gains, and draw/shoot-AP penalties with the extended/deployed stocks attached? And the folded stock version of the stock would give no bonuses or penalties, and effectively be an easy-access placeholder. Or vice-versa, to match the weapon-graphics.

Don't mind me, it just always struck me as a bit odd that without a stock attached, the weapons are actually *worse* than if they had a folded stock attached.

Just my two pence. And not a criticism, just brainstorming a little is all.

Edit: Just double-checked, and it's the PO 3.5x21P scope. Gives +3 daysight range, 40% FoV-narrow, and -20% Attack-AP modifier.

Humorous sidenote: For giggles, I tried replacing the extended stock with a folded one from another AK-105.. Single-shot APs down to -4 (Yes, that's right. Negative APs to fire), autofire APs down to 4, and readyAPs of 6..

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 14 May 2010 15:48:59 GMT View Forum Message <> Reply to Message The "penalties" for having no stock of any kind attached are intentional to prevent players from gaming the system by not having a stock to recover the fourth slot. With NAS these penalties will

Page 92 of 203 ---- Generated from The Bears Pit not be needed any longer, but the intention is to keep them as encouragement for players not to loose the "integral" stock item. On NAS becoming mainstream, and baring no new changes to how things work, the folding stock (and other changing attachment) mechanism will be streamlined so as to be almost like a button (see http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=250896#Post250 896)

The PO 3.5P is supposed to be the Russian equivalent to the ACOG. Nith NAS I should redo some of the pricing but it and other Russian scopes should remain significantly cheaper than Western equivalents.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Fri, 14 May 2010 16:00:42 GMT View Forum Message <> Reply to Message That's kinda what I figured, Wil. Like I said, no criticism, and I can see why it was done for OAS reasons. It just jars a little with the NAS system is all. But then, that's one of the joys of transitional Betas.

And yeah.. The "holding-point" attachment slot's got a lot of potential, for storing merge-items and such. One of the reasons I occasionally slip over to Brigade E5 is slowly being eroded. I get to pimp out firearms to unfeasible degrees in JA too now!

As to pricing, it only seems out of whack currently because I've not seen an ACOG in UC yet to compare. I'm presuming the stats are almost identical, except the PO allows a Korsak to be attached, and the ACOG allows a reflex ontop?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 15 May 2010 17:53:21 GMT View Forum Message <> Reply to Message v20100515 now available awaiting authorization on Moddb. Esnips doing some strange things when trying to upload right now, will try again later.

Available from the usual place: http://www.esnips.com/web/ucja2113projectssStuff/ Available from ModDB: http://www.moddb.com/downloads/urban-chaos-113-hybrid-v20100515-patch

Urban Chaos - 1.13 Hybrid v20100515 Patch Read Me

Instructions: Extract contents of archive into main v1.13 folder, be sure to overwrite DATA-UC113 and DATA-UC113NAS folders and contents of this archive.

- Reduces QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL from default of 60 to 30 - Fixed AMD-65M attachments for both regular and NAS

Page 93 of 203 ---- Generated from The Bears Pit - Fixed AP penalties of having attached underslung grenade launcher affecting AP to fire underslung grenade launcher

EDIT: got esnips working, problem on my side, the patch is available from the same link as the full install of v20100423, still waiting for ModDB however...

EDIT2: patch now available from both links

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Mon, 17 May 2010 03:47:28 GMT View Forum Message <> Reply to Message Just found an error with the Commando LBE upgrades: Unlike the basic-level Commando LBE, they don't give any woodland or desert camo-bonus. In addition to the lack of camo-bonus, the Commando SAW LBE seems to have the wrong size set. It won't fit in any backpack slots, and can only be in stacks of one (1) in sector-inventory. I've not checked, but it seems to have the same itemsize as the jerrycans of gas.

The Commando Holster and Tourist's Beltpack have the same size-issue as the Commando SAW LBE. Additionally, the Commando Holster's pockets don't match it's ingame description: It's got a face-item LBE slot, instead of the stated SMG holster slot.

Just incase you're wondering why my xml-bugreports come up in fits and starts.. I'm testing by actually playing the game, not fiddling with GABBI, infinite cash, and uber-BR settings. Tends to give more real-world results, though I admit it's hardly a comprehensive way of doing it.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 17 May 2010 14:00:03 GMT View Forum Message <> Reply to Message LBE's - I'll look into those, but save the fixes for the next major release. I kept putting off updating the Commando LBE descriptions till I had forgotten about them...

Minty, I know you are using NAS, aside from the already expected issues with the old code base (ie. missing garrisons after underground victory bug); how are you finding game stability?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Mon, 17 May 2010 14:09:08 GMT View Forum Message <> Reply to Message Aside from the old codebase issues, stability's absolutely fine, with the default ini you supply. Previously, using a rather heavily-altered ini that allowed reinforcements and such.. Not quite so stable.

Page 94 of 203 ---- Generated from The Bears Pit Also, I've been conciously taking out whole towns before venturing into the subway for that town, so I couldn't say whether the NAS alpha-codebase has the missing garrisons bug or not.

I've had the odd crash here and there, and a few lockups whilst sorting/selling sector inventory. Strangely, the lockups haven't been on-click.. I've often finished what I was doing, and *about* to click to close down the inv-overlay and it's crashed. Maybe connected is that it sometimes takes a good few seconds of HD-churn to close the sector inv down. Of course, that may be related to the NAS codebase rather than a UC-specific issue.

As for the LBEs and other XML-stuff.. I tend to report the errors here, then fix them in my local files. Would it be of help to send or post my fixes as I do them? Or would that be a case of "too many cooks"?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 17 May 2010 14:33:43 GMT View Forum Message <> Reply to Message When I get around to it, Commando LBE is going to be revamped again. I am finding the initial Commando Vest LBE is too generous with pockets. I am thinking halving the number of pockets for the basic Vest LBE. Apply a second Commando Upgrade (to the LBE only) to get the current number of pockets. Also, I am thinking of adding a new "pocket" to give the player an added place to hang a gas mask.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Mon, 17 May 2010 18:35:08 GMT View Forum Message <> Reply to Message Quote:Also, I am thinking of adding a new "pocket" to give the player an added place to hang a gas mask.

Good idea , long overdue !

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Wed, 19 May 2010 23:00:37 GMT View Forum Message <> Reply to Message I've found a few issues with Bobby Ray's that I'm not sure whether are unique to UC113 or endemic to the generic 113:

1. The LAR Grizzly .45 WM is listed as having zero weight. 2. The Jati-matic GG-95 PDW is listed as weighing only 1.70kg. Is this correct? Seems light. 3. The AR-57 upper receiver is listed three times in a row. 4. The Beretta Storm CX is listed three times in a row.

Page 95 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Minty on Wed, 19 May 2010 23:22:25 GMT View Forum Message <> Reply to Message The Beretta CX Storm's correct. Check the default attachments and calibres. Comes in .40 and .45, with a small scope or reflex sight as default attachments. Might want to alter the BR descriptions to show that properly for clarity though.

Possibly the same for the AR57, though I've not got quite that far yet. Check the default attachments, and make sure they're not the suppressed/cqb/ar-barrels too.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Kaerar on Thu, 20 May 2010 15:00:55 GMT View Forum Message <> Reply to Message AR-57 sounds right as there are three barrel lengths for it. One for 6" with silencer, one 11" and one 16".

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 21 May 2010 12:24:54 GMT View Forum Message <> Reply to Message Next version will not be savegame compatible, but at the same time it won't be ready for a some weeks.

- Added another missing garrison (this broke save game compatibility), E9 - Found that several possible NIV "sizes" were not in use, so I used them for various sizes of externally clipped items. The "Belt Clip" slot now can take unused face items.

EDIT: I took a look at BR's inventory and I can see why there is confusion about the CX Storm. I'll adjust the labling to reflect the particular example's chambering. The AR57 on the otherhand should have a different graphic and name to differentiate between the Short Barrel, Full size and suppressed versions. Is anyone using the suppressed AR57? I ask this because the other two versions can take a pistol suppressor, and with NAS the suppressed version no longer has the benefit of freeing an attachment slot. The only benefit to using it is size at this point.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Kaerar on Fri, 21 May 2010 14:21:26 GMT View Forum Message <> Reply to Message The 11" and 16" shouldn't be able to fit suppressor's, they don't have threaded barrels to my knowledge. If they do then they shouldn't be anywhere near as effective as the 6" suppressed version, but that should also have a pretty poor range, not too much greater than a pistol/smg with

Page 96 of 203 ---- Generated from The Bears Pit a bit more punch

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 21 May 2010 20:46:36 GMT View Forum Message <> Reply to Message Good point Kaerar, I was thinking of removing sound suppressor capability from the AR57's as well, leaving only the built in suppressor version.

I've decided to clean out the "pocketed armour" left in UC-113. As I've abandoned the OIV version sometime ago, and will not be implementing it if/when NAS is mainstream, best to remove it now so people have a chance to get used to the loss of the 8 extra attachment slots.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Sat, 22 May 2010 17:14:55 GMT View Forum Message <> Reply to Message A couple of more issues:

1. The belt pack appears to be unrepairable. At least the one Gasket has is.

2. Extended stocks seem to do weird things with APs. I found an AN-94 and its normal AP costs are 33/34/49. Adding an extended stock reduces the costs to an astonishingly low 8/9/16! The RPK-74 MG without an extended stock has an autofire cost of 53. With an extended stock it drops to 17. This pattern doesn't apply to all weapons. Just some. Most weapons that already come with an extended stock have "reasonable" AP costs (in line with weapons that have fixed stocks).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 23 May 2010 00:13:31 GMT View Forum Message <> Reply to Message ShadoWarrior, those are oversights from when I thought the AN-94 and RPK-74 should have a folding stock. I neglected to remove the possibility of attachment when I cleared the default attachment. In reality the AN-94 cannot eject casings properly with the stock folded so the in-game folding stock was removed from it, though for storage purposes, I think I left it sized so that it can fit into a space one size smaller than a fixed stock equivalent. I'm still on the fence for the RPK-74, should it or shouldn't it have a folding stock?

I'll look into the Belt Pack later.

EDIT: with the folding stock system, the folding stock is not really meant to be an option. If it is there by default, then it has one and always should have one of the two choices of stocks attached. Cases where a gun can take a stock attachemnt, but does not have one attached by default are errors.

Page 97 of 203 ---- Generated from The Bears Pit EDIT 2 (Additional Update): incresed damage for 7.62x25mm TT round, this one has always seemed a bit underpowered in the Hybrid, and if I'm remembering correctly, the original Urban Chaos' Tokarev TT had higher damage than than in-game 9x18mm and 9x19mm pistols.

EDIT3 (Testing): Rather dissapointed with stability with the combination of the current releases of both the Hybrid and SVN, I am seeing quite a few random crashes now and for the last two days of testing, though nothing chronic/repeatable yet. Day 51; 100/100 progress; Atremo, Calisto, Port Kip, Sheraton, Gotham and all three (non-Capital) SAM sites taken and garrisoned. Drop-all enabled to check item progress, but I am emptying out the inventory in most sectors after combat (ALT key to sell off). Placement of mercs for combat seems to be a problem, as is other forms of switching to tactical view. Both causing the game to lock frequently, though thankfully Windows 7 Task Manager has so far remained responsive.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Tue, 25 May 2010 17:56:29 GMT View Forum Message <> Reply to Message I am gratified to hear that I'm not the only person to notice the problem with merc placement before combat. My Windows XP task manager gets a lot of use.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 25 May 2010 18:49:58 GMT View Forum Message <> Reply to Message ShadoWarrior, I'm not sure if this the memory leak that you reported as being fixed years ago-but is back again, my system decided to overclock itself for JA2's benefit during a test yesterday. This was after hours of continious testing mind you. That is, JA2 by itself causing the system to overclock is the "best case" of many explainations for why my system decided to OC (ASUS TurboV EVO software which is responsible for OC'ing as needed going a bit funny being the other, and finally something unexpected and unwanted somehow being installed...) The game was in the process of locking up at the time when I noticed the Turbo EVO kicking in. Usually I have this machine on powersaving/underclocked mode, especially if all I am doing is JA2 testing. Now the XMLEditor on the other hand needs a bit of extra power/speed.

EDIT: on reflection, there is no reason in my case for TurboV to be starting on boot. Let me see how stable things are when the system isn't dynamically adusting the CPU.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by ShadoWarrior on Tue, 25 May 2010 20:18:02 GMT View Forum Message <> Reply to Message I'm playing UC113 on a Dell laptop, as my main system had a hardware failure and crashed back in December '09. (It's also why I'm not doing any coding to try to fix some of the things I'd like to

Page 98 of 203 ---- Generated from The Bears Pit tweak in JA2. I have no compiler installed on this machine.)

The memory leak I've been mentioning is very specifically related to the save/reload code, and I think it's in the reload code. The more often I reload, the sooner the system will crash. Guaranteed. The only question is when, not if. I also think that there may be a leak in the sector loading code when going into tactical mode, but that's harder for me to confirm, especially as it may be masked by the more serious save/reload leak.

EDIT: the game's data structures have changed (more than a bit) since NIV was in beta, and I'm pretty sure that the code handling the changed data structures is less than stable. Someone needs to look into all the code revisions (just code, not XML) since NIV was released and delve into any changes that affect memory allocation and management related to loading data so as to track down which change is the culprit in corrupting memory and fix the offending piece of code. Because the code base was stable when NIV was in late beta (in '07) and it's not now.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by pripyatsurvivor on Tue, 25 May 2010 21:55:21 GMT View Forum Message <> Reply to Message Everytime I start UC1.13 with the INI-Editor, the Game crashes in the beginning and ths message appears: could not initialize dirctory ["Data-UC"] in : profile ["Original Urban Chaos"], location ["OUC_dir"], path ["Data-UC"]

What am I doing wrong?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 25 May 2010 23:23:35 GMT View Forum Message <> Reply to Message Pripyatsurvivor - something went wrong with your extraction and installing of the original Urban Chaos data folder. Please confirm you have a folder called: Data-UC

Otherwise for more information please refer to the included documentation: "Urban Chaos-1.13 Hybrid FAQ 2010/04/23.PDF," Page 2, section: "Extracting the Needed Files from the Original Urban Chaos Mod"

EDIT (forgot the reason why I was online in the first place): turning off the motherboard's auto tuning software didn't do a thing to (in)stability. Still getting frequent lockups that require Task Manager to break out of when trying to switch between strategic and tactical for a map that is not currently in memory. I seem to have a consistent one as right now simply reloading from the save right before is not helping. It happens to be the map Tony resides in, and has a large stockpile of backpacks filled with excess arms for sale. I will try again from the save, but sell off all the items first.

Page 99 of 203 ---- Generated from The Bears Pit EDIT2: nope, clearing all items in map didn't help.

EDIT3: trying to load another map also resulted in the same type of lockup (tried twice on two other maps I had teams in from same savegame).

EDIT4: and it is not the computer, the same savegame has the same lockup on a different computer, Windows XP this time, and Task Manager here was not responsive.

EDIT5: waiting 6 hours of in-game time did finally let me go to tactical.

EDIT6 (avoiding double posting): As it appears that the trimming of a few maps is not going to increase stability in a meaningful sense, I am halting work on UCC. The boating component will (eventually) see its way into the main UC-1.13 Hybrid.

The next version will also see a new attempt at creating a stable an enjoyable mod, but the price will be savegame compatibility. The plan is to open up each map: - repopulate each to well below game limits - fix all default in map item errors - check spawn points - tweak the Kingpin quest one last time

There will be plenty of new items as well.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Peal on Mon, 21 Jun 2010 19:40:00 GMT View Forum Message <> Reply to Message Is it normal, that there is no blood on dead body's any more ?

And: the game crashes if you choose: "ENABLE_ALL_TERRORISTS = TRUE"

Is it okay if i use the original 1.13 onptions.ini or do i have to use the one of the hybrid mod ?

- 2010_04_23_UC-113_Hybrid_v20100423 - 1.13 SVN 1225

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Mon, 21 Jun 2010 19:49:47 GMT View Forum Message <> Reply to Message Quote:Is it normal, that there is no blood on dead body's any more ?

Have you turned blood n gore off in preferences ?

Page 100 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Peal on Mon, 21 Jun 2010 20:01:36 GMT View Forum Message <> Reply to Message lockieHave you turned blood n gore off in preferences ?

Rofl yeah dude, what would i do without you ... lol

Thx

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 22 Jun 2010 15:44:07 GMT View Forum Message <> Reply to Message Sorry, I keep forgetting the file that has default (in-game) settings set. The result is that all of them are off.

"ENABLE_ALL_TERRORISTS = TRUE" CTD -> That is an old one, that I thought I had fixed. However in fixing another map bug recently, I may have undone earlier fix (since the most recent fix was based on an original Urban Chaos map instead of salvaging the one with the earlier fix).

Could someone please go through the original Jagged Alliance 2 (vanilla, Alrulco) maps via the map editor and note down which optional NPC's (ie. Carmen's most wanted) appear in each city map. I did this a while ago, but I cannot find the list. I will have to do the same, but with the Urban Chaos maps to ensure that NPC's have priority placement when I repopulate each map. Actually, I'll need to take screenshots for each NPC to recreate the placement correctly.

Well on the plus side, this means plenty of time to start a game and get through as best you can till the crashing gets bad. The next release (which I will gurantee will not be savegame compatible) won't be ready for some time now.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Julix on Sun, 27 Jun 2010 02:54:23 GMT View Forum Message <> Reply to Message I wrote in an other thread about the Scoped M4A1 and how it is ineffective in the hybrid:

"In 1.13 you can't merge the items before you attach them, you just have to add all to the gun in this order:

M4+trigger group (you loose the burst function, it shots slower and the pic changes) -> then you add the adapter and the picture will change again adding a scope, although not giving you any bonus yet. (but plenty of penalties!) -> then you can attach the scope, but the APs go seriously up, being only slightly faster than a sniper gun (38 for a shot!) - and the AP to ready went up too...

Page 101 of 203 ---- Generated from The Bears Pit You can put the scope on certain AKs too, but they get reeealy slow... probably, because you have to rub your tears away from getting hit by the scope in the eye!

Edit: orig trig adapt PSO-1 AP to ready 15 14 20 24 AP for 1 shot 29 29 32 38 AP for burst 32 ------AP for auto -- 33 35 43 Damage 30 30 30 32 Range 30 30 30 30 Auto penalty -10 -9 -10 -10 Auto for 5 AP -- 6 6 6 Accuracy 6 6 6 6 Reliability -4 -4 -4 -4 Repair -1 -1 0 0

Seems like the adapter already has the disadvantages of a scope... frown I will stay with the trigger, but the adapter malus is just too big.

(oh and I have a rod and spring built in already...)"

I was asked to post it here again, since the penalty is so big, that it's unlikely that is was meant to be this way...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Julix on Sun, 27 Jun 2010 03:50:41 GMT View Forum Message <> Reply to Message Just found another thing: H13 Troy doesn't take of the roofs of rooms as soon I walk in. I can't see anything inside other than people who look transparent, as if I'd be on the second floor...

Is that a known issue?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 28 Jun 2010 18:26:44 GMT View Forum Message <> Reply to Message Julix, what you are seeing is probably one of two things:

1) a minor bug with JA2 itself, the roof didn't immediately disappear for me in my current test

Page 102 of 203 ---- Generated from The Bears Pit game (Vanilla Alrulco campaign) of the basic items mod for the next release. Hit the key twice and the symptoms went away.

2) map design issue with the original UC map. The number of rooms, closets and washrooms mean that while the roof is invisible from the room your merc is in, the roof for another room is still visible and hiding the room you should otherwise be able to see.

TESTING UPDATE: Thought I should advise everyone that things are running a bit slow fixing things as I go in the Alrulco campaign. Revised plans for the next release are as follows:

- Combo release of Folding Stock, DL-1.13FS, and UC-1.13 - Folding Stock(FS) will come with a few flavours based on Prime Vendor: Vanilla, US (as implied by the in-game story, English/Talonsoft Release), Eastern Europe (as a lot of people seem to think based on Diedranna's background), Western Europe, and Sci-fi. Restricting weapons selection makes it easier to balance enemy item progression, so this is something that will be easy to produce, and require almost no testing once the basic FS mod is working. - Diedranna Lives-1.13FS as this only is an extra day or two of work once the above Folding Stock mod is sorted out. - UC-1.13 v3 once all city maps are repopulated

This all should be a month or two of work. Please advise of any movement bugs. I've already caught a few involving the river south of Port Kip. This in turn gives me an idea on how to restore the water route to the island, not have to worry about the boat (the boat is not the problem, but the separate "road system" for it is), but still make it treacherous enough that it would not be the best option to get there.

EDIT: finally ran into my first UC-1.13 Hybrid like lockup of the game yesterday in the current Folding Stock items mod for the vanillar Alrulco campaign. It was a lockup on auto-resolution of a militia defence of Grumm mine. At the time all cities except Meduna were under my control. Reinforcements inside cities were active. The lockup was repeatable from the save game as long as I repeated all other actions identically (ie. do nothing but wait). It was resolved by going to the tactical map for a moment in the junk yard town where I was preparing for my attack on Orta. After this point, the random lockups seem to increase in frequency, but so far not to the extent seen by mid-game in the UC-1.13 Hybrid.

Now the question is, why do these type of issues seem to occur much earlier in Urban Chaos' Danubia campaign?

EDIT 2 (July 5, 2010):

Finished Alrulco campaign test game with the basic items mod that UC-1.13 and DL-1.13FS are to be based on. Nothing major to report aside from the already mentioned increased incidence of random crashes and lockups (none to a few times per day) and one repeatable lockup that was avoidable.

Colt M4/M4A1 and mods: With the heavier penalties directly applied to the attachments (grenade

Page 103 of 203 ---- Generated from The Bears Pit launchers and scopes), the legacy weapon based penalties are now a problem as pointed out by Julix. The firing stats for the modified M4 and M4A1 have now been standardized to be the same as the base weapon. Incidentally the single shot cost for M4 and M4A1 should be identical, the are in the XMLEditor at least.

EDIT 3 (July 6, 2010):

As a demo of how easy it is to create your own Equipment list for Alrulco, I quickly spun off from the Folding Stock projects the following mini mods:

Folding Stock USA - Equipment mostly from the US Folding Stock Eastern Europe - Equipment mostly from Russia Folding Stock Germany - Equipment most from Heckler and Koch Folding Stock Uncommon - Real small arms but are less well known Para Ordinance pistols, Sig rifles, STK rifles, etc...

To be done today: Folding Stock Belgium Folding Stock Israel Folding Stock Sci-fi

EDIT 4 (July 7, 2010):

I have completed rearranging the base items mod for Dideranna Lives! Will need to go through the maps and make sure all the M41 Pulse Rifles and OICW's have launchers attached. At this rate I expect to restart work on UC-113v3 next week.

EDIT 5 (July 8, 2010):

I have gone through all maps found in the original Dideranna Lives! No major modifications done, only repopulated items that needed the folding stock. For some reason I13 in DL kept currupting when the map was saved, left it as is as there were only two items that would be missing default attachments.

I believe I may have found the cause for a few bugs with Urban Chaos-1.13 in the process:

Map Editor CTD when examining items - it seems to be caused by invalid attachments that were valid when the NPC/RPC was populated originally all those years ago. I'm thinking I can fix this when I depopulate/repopulate the maps. The main culprit from what I am seeing is the original Underslung Launcher (Item50/Talon/GP30/M203PI).

Missing Miners - caused by there being no Fred Morris in B2, H3 and H8, and no Carl, Calvin and Oswald in D13. Someone, Headrock I think, mentioned that Fred is always the first miner you meet. If they are not in the maps, then they will not show when the game populates the head miners based on the first mine map you visit. I noticed in DL that all four miners were present in B2, H3, H8 and D13; but not in UC when I thought to check. This will be fixed when I repopulate the maps.

Page 104 of 203 ---- Generated from The Bears Pit EDIT 6 (July 10, 2010):

Ahead of schedule, items mod for UC-1.13v3 more or less complete. I am going to start editing the Factory maps so that the Head Miners are correctly in place to see if that fix works.

EDIT 7 (July 11, 2010):

I am at a loss to explain why Enable_All_Terrorist causes the Hybrid to crash on selecting New Game from the Main Menu, or for that matter why it was working a few versions ago. While missing character placement is the cause of the Missing Factory Head problem that dates back to the original Urban Chaos, it does not appear to be the cause of this particular game lockup.

Tried to break the Deidranna Lives!-1.13 Hybrid (which is not known to suffer from this bug) by messing with the NPC populations, and no dice: - missing NPC's relative to Vanilla did not lock the game on new game generation - nor did having multiples of the same NPC in the same map - same with putting NPC's in maps where they do not belong relative to Vanilla

Repopulating all the maps is an anger inducing exercies. When the Map Editor isn't crashing to desktop, or worse, I cannot be sure until I test the map if the NPC and other placements work till in game. That being said the following has been acomplished: - fixed the missing miners issue - reduced the populations of a few maps - reworked the Kingpin/Miranda triggers so there is a slight possibility that the Kingpin's gang or the PD he's paid off won't go hostile. More likely they will go hostile at an inconvient momement. - modified one of the Island maps to allow for access, but it won't necessarily be the same as before (well before I disabled it). Just keep in mind which guns are waterproof and which Merc's cannot swim.

If all goes well I will be ready for another release in the next week or two.

EDIT 8 (July 13, 2010): Preview of next version now in version history. Will update as references to DBB/IoV 916 to include specific artists once their mirror site is working again.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Julix on Fri, 16 Jul 2010 20:35:27 GMT View Forum Message <> Reply to Message Wow, thanks for the detailed answer!

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 16 Jul 2010 21:51:19 GMT

Page 105 of 203 ---- Generated from The Bears Pit View Forum Message <> Reply to Message No thanks needed, I was simply avoiding double (triple, quadruple...) posting as I arranged my thoughts for the next release. Speaking of which, I have updated the Version history to reflect the soon to be released Combined Folding Stock System mod.

I've more or less given up on my plan to repopulate the maps as I seem to be doing more harm than good. For some reason, the repopulated NPC's end up as ghosts on the map, not actually in the map, but visible along the borders. Often they enter the map proper in later visits (some of these ghots are named NPC's). It is probably due to my own incompetence in map editing, or some variable in the INI file I forgot to set. What I have done is trim some of the excess civs out and gone through the inventories of many of the hostile factions in many of the maps.

Depending on how my weekend goes, I should have a new release ready soon. Unfourtunatly it will not be savegame compatible. And for the same reason the old UC-1.13NAS files will be incompatible, but you can easily assemble a working UC-1.13NAS Data folder out of the last full release and the last patch.

Tentatively, as Warmsteel is back and updated the to newer code (not sure where the MP code sits in the big scheme of things), I will be starting from a clean slate for adding NAS capability not only to the UC-1.13 Hybrid v3, but also to Folding Stock v2, and Diedranna Lives!-1.13FS v2. Much was learned from the current UC-1.13NAS test mod, but a lot of what was learned was what not to do. Not to mention the fact that if Warmsteel's work enters mainstream with v1.13 then I do intend on exploiting some characteristics to produce:

- Better Folding Stock System - Better Dual Ammo Feed System - Storage compartments on guns - A slightly more intuitive "magic" mag well system

Part of the reason I redid all the items is actually NAS related. Most of the items in each mod are based on a common base item ordering, once I create the appropriate NAS XML's for the base mod, it is only a matter of defining 350 (actually much less as most items don't need attachment slots to be defined) to pump them out for actual mods. I acidentally tested that attachment slot definitions for Nothing items did no harm...

EDIT (2010 07 26) - Better Folding Stock System demonstrated with the lastest version of the NAS Beta. This means that the Better Dual Ammo Feed System will work as well. The slightly more intuitive "magic" mag well system is being dropped as it introduces a rather big exploit: free Beta-C mags. NAS conversion is going to be slow, as it means changing the XML's of three mods sometimes without the XMLEditor, proceeding with UC-1.13 element of CFSS first.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Fri, 06 Aug 2010 22:06:00 GMT View Forum Message <> Reply to Message Been playing the UC-NAS-113 Hybrid. Really liking it so far, makes the game more enjoyable and

Page 106 of 203 ---- Generated from The Bears Pit the penalties seem to prevent weapons becoming too overpowered.

Im really loving the various interface rails for adding fuctionality to older weapons. I've found myself using the G3 and G3K quite a lot longer as DMR and battle rifles. Would it be an idea for the HK53 to accept the MP5 forend and the G3K and G41 to accept the G3 forends. Like the generic AK ones?

A small suggestion to make .223 a usable caliber (at the moment I find enemies dropping it much more often than I am ever able to use it. Perhaps making some weapons also be .223 (playing the role of earlier 5.56 55 grain M193 rounds) instead of 5.56 would present the player with a quandry. Does he stick with .223 and suffer from weapons which lack attachment points or risk running short of ammo in hostile territory.

My suggestions are for: -Ruger Mini-14 as originally produced it had a 1 in 12 rifling which would not stabalise newer 5.56mm rounds. Could also use 20 round magazines. Advantage of better reliability and range but lack full auto and any kind of attachment system for sights etc. -FAMAS G1 also fires earlier 55 grain ammunition (it was introduced in the late 1970's before the SS109 round was standardised) with faster rifling. -Earlier HK 5.56mm weapons (the 53 and 33 models) were generally also produced with faster rifling although this could be varied depending on what the purchaser wanted.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 06 Aug 2010 22:53:22 GMT View Forum Message <> Reply to Message Hk53 and G41 accepting RIS Handguards - good idea, I'll add those to the next version, as long as I don't break the XML's again (today I had to undo everything I've changed since the last version was uploaded). If the G3K is not currently accepting the G3 Handguard, then that is a mistake that I will look into.

.223 Remington weapons: Ruger Mini-14 - Good idea, seems familiar but I cannot remember why this wasn't done when I added the M16 (the old fashion .223 version) and changed the OA-93 to .223.

FAMAS G1 - Imported from DBB/IoV their FAMAS F1 to be the .223 Bullpup AR

HK33/53 - There is a place holder item for a GR series HK33 variant (still haven't gotten around to doing something about the graphic). No reason I couldn't activate it in UC-113 and rechamber for .223.

.223 Beta-C/Carter Special - This one is from BulletSix's DL-113 project I seem to have taken over. I figured out what is was a few weeks ago working on the last CFSS release, sorry I'm not a big SG-1 fan. Anyways, it is in-game right now as a prop-replica firing 5.56x45mm NATO. Since it is largely built from civilian market (for the US at any rate) components, I should actually

Page 107 of 203 ---- Generated from The Bears Pit rechamber it for .223. Also it would get me to add C-Mag and adapter for the .223 line.

I am finally doing something about the inconsistencies with the AR-15 Upper Receiver mods: - Compiled a spreadsheet with all of them in one place so that I can properly setup the all the conversions at once. - Going to do a variation on smeagol's Stock concept for all the AR-15's. The infrastructre is already in place as most of the AR-15's already have an AR-15 Stock slot for that AR-15 only Sniper Stock, I just need to add two stock items and setup penalties for having an exposed buffer tube. This way when you merge an M16A4 Upper Receiver with a M4 you end up with a M16A4 but with an adjustable CAR-15 style stock (ie. almost a C7A2). - Separating out the trigger groups as internal components. Plan is to have all AR-15's as single shots, but "military variants" will have as a default attachment some kind of trigger group that gives it burst, auto, and four position single/burst/Auto. I know the Bursts can be handled this way, but I don't remember if Autofire can be added by an attachment.

EDIT: By the way, is the new Folding Stock System (made possible by NAS technology) getting any use?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Faithless on Fri, 06 Aug 2010 23:12:51 GMT View Forum Message <> Reply to Message Quote:(today I had to undo everything I've changed since the last version was uploaded) With notepad++ you can get a nice plugin that checks your xml syntax, you could try that to fix it next time.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Fri, 06 Aug 2010 23:36:55 GMT View Forum Message <> Reply to Message wil473 EDIT: By the way, is the new Folding Stock System (made possible by NAS technology) getting any use?

Yes, I find myself using it quite a lot (mostly for item size reasons actually.) Helps carry the MP5F's I tend to deploy for night ops. Altough I am really liking the MP7 and its lack of burst penalty and utility as a pistol.

The whole system is much more intuitive, seems much more natural than the previous one. Thus, making me use it more.

I'm also thinking that I might try to use the Russian 9x21 weapon systems more, oh the choices :crazy:.

Page 108 of 203 ---- Generated from The Bears Pit You might want to think about adding a few different AR15 stock options. Depending on how realistic you want to get with military and commercial specification buffer tubes...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 07 Aug 2010 00:54:46 GMT View Forum Message <> Reply to Message Good news, I managed to splice in a .223 Remington C-Mag without breaking anything.

Also figured out that setting a weapon's magazine size to 0 does bad things to the last NAS Beta. On reading that NAS ejects the magazine when mag modifying attachments are removed I had to go test this. Found that it only ejects the magazine if the magazine size decreases. This was a problem for me as the FN Minimi/SAW the Belt Feed orginally added 100 rounds, while the Mag Feed removed 70 rounds, giving 200round and 30 round capacities when the respective items were attached (as one always should be). Before I changed the capacities, only removing the Belt Feed ejected ammo. Thought the easiest way to fix this would be to set the weapon's mag to 0 and have the Attachments be responsible for each magazine capacity alone. For some reason this caused the weapon to pick up the attachment slot configuration of the previous item.

Now the Weapons are set to 10 rounds (smallest existing 5.56x45 NATO magazine), and the Belt Feed adds 190 while the Mag Feed adds 20. Not sure if this is a bug or just nobody expecting someone to use a negative magazine size mod (I'm sure I had the Feed system in use since before the first NAS mini-mod).

Right now there is a choice of three stocks for all AR-15 weapons (four if you count the CMMG 7.3 and its exposed buffer tube):

1) Fixed Stock (default for M16's) 2) Telescopic Stock (default for CAR-15's and M4's) 3) Precision Stock (the old one wich could be added to most AR-15 weapons, except for the DMR versions, now it will be the default stock for the KAC SR-25 and ColtCanada C7CT).

I could chop the stock off the LWRC M6 (once again I am using MS paint to hack out weapons parts), but there is already a telescopic CAR-15 style stock. Not sure what other kind would be worth adding? I could add a lightweight one, but I have not figured out how much these stocks weigh yet.

EDIT: The Folded/Collapsed stock shouldn't decrease the size of the gun. To minimize micro-managment, all weapons with folded stocks should be one size smaller than its fixed stock counterpart no matter which stock mode is attached. The folded stock item should make the weapon cost less AP to draw/fire.

EDIT2: Found that the HK53 also couldn't take a Laser Sight. Fixed as well added RIS Kit compatibility. HK33KA3 added as well (it was the GR2, still using the HK53 picture though).

Page 109 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Faithless on Sat, 07 Aug 2010 11:12:06 GMT View Forum Message <> Reply to Message Quote:Thought the easiest way to fix this would be to set the weapon's mag to 0 and have the Attachments be responsible for each magazine capacity alone. For some reason this caused the weapon to pick up the attachment slot configuration of the previous item. What the... that has nothing to do with anything... Hope this is better in the new version where the handling of a lot of things was improved.

Same goes for the mag extenders, might all be better now ^^

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 07 Aug 2010 13:51:11 GMT View Forum Message <> Reply to Message I didn't think modifying weapons.xml would do anything to the NAS capabilities either. I only figured it out when I was reapplying the last week's changes one at a time (and seeing if anything broke). Somehow setting a weapon to zero magazine capacity did strange things. Setting it to a non-zero fixed it.

Speaking of new version, how is testing going? I am holding off on adding a few things in anticipation of there being changes to slot positioning, slot add/remove, default permanent attachment handling, and other changes.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Faithless on Sat, 07 Aug 2010 15:53:43 GMT View Forum Message <> Reply to Message It's more or less done, I just want to test it some more. I'm pretty sure your magchanging issues will be fixed now. The 0 ammo capacity on guns... I don't know...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Sat, 07 Aug 2010 15:55:47 GMT View Forum Message <> Reply to Message Small XML related bug (using the latest UC-NAS-113 hybrid).

The GM94 Tear gas grenades (with the blue banded picture) fire mustard gas. It also has no AP cost for the pump action between shots. Is the pump action thing an engine limitation?

Although if I'm honest having the weapon split up so you can fire different rounds would be great. Firing tear gas then stun grenades into a building has become a favored tactic of mine with the

Page 110 of 203 ---- Generated from The Bears Pit multishot systems, stops the enemy running out of the gas cloud.

Also would bring it into line with the other grenade launchers rather than the specialised XM25 or OICW type systems.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 07 Aug 2010 16:53:45 GMT View Forum Message <> Reply to Message Thanks Tango, the VGM93.200 43mm Tear Gas Grenades is bugged. Will fix when I reshuffle my data folders so that I can fix non-NAS data (like the explosives table) with the XMLEditor.

I'll be working on replacing graphics like the 43mm quad with single grenades later today. Same with the Metal Storm 40mm's. To mitigate the exploit/inconsistency that quene changes in these two tube magazine launchers would be too easy (as it involves unloading the previous rounds in reality), the loading costs would be somewhat higher than that found in the two revolver type launchers.

EDIT: it would be very easy to convert the XM29 and K11 (20mm magazine fed launchers) to the multi-launcher framework. Just make the OICW launcher the "magazine," make it buyable and removable. This way you can enjoy the potential micromanagment of repairing six individual electronic grenades per magazine...

EDIT2: fixed the 43mm Tear Gas round. I've divided up the Metal Storm and VGM.200 rounds. Just waiting for WarmSteel to release a new version so I can arrange the attachment slots properly. No point in doing anyting with the slots till then.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Mon, 09 Aug 2010 14:35:46 GMT View Forum Message <> Reply to Message Just a quick thought.

Can the metal storm GL be indivudually reloaded? I seem to remember talk of the rounds (and for that matter the barrel itself in some examples) coming as a prepackaged unit. Which was highlighted as one of the systems disadvantages along with the difficulty in working out the trajectory of each round when fired from a slightly different barrel length.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 09 Aug 2010 14:50:54 GMT View Forum Message <> Reply to Message Last I read, specifically the 40mm system is supposed to use standard 40mm Low Velocity grenades with the base replaced. They are loaded one at a time, allowing for reloading. My

Page 111 of 203 ---- Generated from The Bears Pit concern with what I've already done for the next release is that a player will change the loadout during a tactical turn. So what I'm doing is that each round will take about 100 AP to remove. This way you cannot change the loadout (or reload) during turn based combat.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Mon, 09 Aug 2010 15:13:39 GMT View Forum Message <> Reply to Message Fair enough on the Metal storm, your research is much more detailed than mine.

I'm getting a CTD when trying to enter the D1 sector (Foest Gun Runners)

File: Vsurface.cpp Line 1041 Function: Create video service

Cannot create surface from file _1024x768

Seems to be missing the load screen file for the sector any ideas?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 09 Aug 2010 15:26:42 GMT View Forum Message <> Reply to Message Replicated the CTD. Tried a few things and in the end found that in the mod's Ja2_Options.ini I forgot to turn something which the mod doesn't use, but I wasn't expecting a CTD.

The fix is: USE_EXTERNALIZED_LOADSCREENS = FALSE in Ja2_Options.ini. I'll have to add this one to the growing list of new features that don't react well to Urban Chaos.

EDIT: Finally got around to increasing the penalties for having a suppressor attached:

Sound Suppressor (Pistol): 15% General AP increase, 25% Draw AP increase Intermediate Cartridge Suppressor: 10% General AP Increase, 15% Draw AP increase Hi-Power Ammo Suppressor: 5% General AP Increase, 15% Draw AP increase

The reason the pistol suppressor has a larger penalty is that it has the adds the most bulk relative to the weapons it will be used on most, pistols. IC and HPA weapons tend to be significantly larger than the suppressors. A pistol sound suppressor often comes close to doubling the length of the weapon.

FN F2000 changes:

Page 112 of 203 ---- Generated from The Bears Pit Leveraging off of NAS now poping inseparable default attachments into existence when a merger creates an item I have decided to add a FN F2000 equipped with its ergonomically designed Grenade Module and Fire Control Module. The FN F2000 Tactical (old RIS equipped F2000) is buyable in-game, as well as an upgrade kit. While the FN GL1 launcher has no penalties, it can only be found attached to the new FN F2000 "Weapon System." Consequently the penalties for the now properly named FN ELGM have gone up, though the ELGM is still the least costly AP wise of the freely attachable underslung launchers. Colonel Kelly has been rearmed with the new F2000.

I'd like to get some map editing in before releasing another version as the current map editor does not like multiple attachments.

EDIT 2: While it would be "nice" to go through all the maps, hoping not to stumble across a bugged inventory and crash to desktop, and change all the inventory to use multiple default attachments, I'm not waiting for the map editor. Too much has changed between NAS503B and NAS61B so I've uploaded a new release, and will delete the old one off ModDB once they give it the ok.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Sun, 15 Aug 2010 13:14:16 GMT View Forum Message <> Reply to Message Thank you for your work. I am playing the last release with NAS. Is it possible to make the XML editor work ? After I copied and paste the tabledata folder from your mod to the data 113 folder, it crashes with a message: "Index was outside the bounds of the array."

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 15 Aug 2010 13:45:20 GMT View Forum Message <> Reply to Message Yes and no.

The error message you have is likely due to you not copying over the BigItems, Interface and Tileset/0 folders. I don't have the install available right now to confirm spelling, but your post didn't note copying over the graphics folders. As far as I remember, the XMLEditor can just be pointed at Data-UC113NAS as it should be self-contained baring mistakes made during compiling the release from a messy production install. Multiple Data folders were used due to the following current reality with the state of v.1.13 (we've gone quite far away from anything truly XML Editor compatible).

Now the important thing to remember is that the XMLEditor will strip the items.xml file of New Attachment System features. Quite frankly the XMLEditor should not be used with NAS capable versions.

Page 113 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Sun, 15 Aug 2010 14:00:46 GMT View Forum Message <> Reply to Message Thanks for the astonishingly fast but disappointing answer. It is a good thing the editor didn't work then, since NAS features would have been lost. Is there any hope of having a NAS compliant editor in the future ? I enjoy your mod immensely and have encountered very few anomalies so far. I just had an issue with Elhi : she is supposed to be paid 150$/day, yet she left for being not paid while I had 300$.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 17 Aug 2010 21:57:30 GMT View Forum Message <> Reply to Message Found a problem with some mergers, I forgot to set some (most) merger products in UC to have a non-zero Coolness value. I fixed some of these when the subject of NAS checking for Coolness > 0 before committing a merger, but not all of them. Oddly it seems to affect the FirstResulting item only as the folding stocks all have Coolness = 0, but they are Second Resulting Item in the Merger XML. I'll be releasing replacement items.xml to correct this soon.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Wed, 18 Aug 2010 05:50:33 GMT View Forum Message <> Reply to Message I tried to build a flamethrower, in vain and could not improve a commando set using the kit; also the 25mm flechette load is of the wrong caliber at BR, the Atchinsson shotgun has a strange attachment default, the expensive body (forgot the name) armour seems to have a too low protection rating. I am not sure the 9x39mm Groza accepts a silencer. Sorry for the imprecision, will come later with an updated list of what I notice as odd.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Wed, 18 Aug 2010 12:21:10 GMT View Forum Message <> Reply to Message You've probably caught all this already to be honest.

Can confirm the merges for the Commando Armour do not work (Commando LBE + Commando Kit, Commando LBE + Medic patch, Commando LBE + 40mm grenade rig). Is the MG conversion meant to use the SAW pouch leg rig or the heavy weapons LBE?

Page 114 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 18 Aug 2010 13:25:37 GMT View Forum Message <> Reply to Message Flamethrower issue found to be caused by two digits being mixed up in the attachment definition for the cigar set. Fixed.

25mm Ammo in general: I will never splice in ammo without full XML Editor support again... They're all offset by one it seems when I added the .223 C-Mag. Now with the XMLEditor when you add a magazine for an existing ammotype, it is supposed to take care of reshuffling all the indexes. Now most of UC-113's magazines are located in two clusters, except for a handful of specialized explosive ammo.

FLX-C 3000 Armour: the protection value is intentionally low as the majority of its protective powers is due to the inseparable EFMOCS plate. Just as a warning, the EFMOCS cannot be repaired. Now the question is: did you find a FLX-C 3000 without the EFMOCS attached? If so, then where?

9x39mm Groza only accepts its own suppressor. It has a default attachment, take it to the muzzle slot and click one or two times to cycle it to the suppressor. With the expanded number of default attachments, I am looking into a better way to simulate the modular nature of this weapon. Probably sell a box of modules that while not all compatible with one another, you can mix and match when appropriate.

Commando LBE mergers: 0 Coolness check issue.

EDIT: found that I forgot to change the Gabby inventory. Oddly nobody has mentioned being able to buy sci-fi weapondry and Crepitus camo in Calisto.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Faithless on Wed, 18 Aug 2010 20:17:37 GMT View Forum Message <> Reply to Message Quote:Oddly it seems to affect the FirstResulting item only as the folding stocks all have Coolness = 0 Yes, this is intended. The second item is meant to be the "biproduct" that goes back into the cursor position. So if the first item is allowed, there is no further check because it would just complicate things further. (also this way you can still get coolness 0 items through merging)

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 18 Aug 2010 23:14:23 GMT

Page 115 of 203 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Just in case, I am adding a coolness value to any item that the player could possibly obtain via a merger. A patch will be up tonight on esnips, just finishing final checks to make sure I didn't break anything futher in the fixes.

List of fixes/changes: - Fixed (hopefully all) coolness = 0 merger failures - Fixed attachment slot definition error preventing Flamethrower assembly - Fixed ClassIndex offset for 25mm and 35mm ammo - Changed/Fixed HK416 weights to account for AR-15 Stock system and the fact I didn't read the fine print on the HK USA website (they include the weight of the magazine). - Fixed Gabby (one of the bartenders in Calisto)'s inventory

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Wed, 18 Aug 2010 23:46:33 GMT View Forum Message <> Reply to Message 7.62x39 match is not better than AP. NVG 1st generation shows no bonus in EDB. Putting the folded and unfolded stocks at the same time is a powerful exploit. 3 times the debug save came to my rescue after an assertion failure, always the same lone 1224 in gundealers inv or somesuch (cannot find a log of it, next time I'll write it down). I would like to knox the molotof recipe. Where do I find the default attachment for the Groza ? BTW I am having a great time !

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 19 Aug 2010 00:37:06 GMT View Forum Message <> Reply to Message Right, now I won't be uploading the fix for an hour or so.

The Motolov cocktail is another instance of Coolness = 0 preventing the merger. The rest I need to look into.

EDIT: NVG I should have a Night/Cave bonus of +8 according to the XML Editor, each NVG adds 8 each level.

EDIT 2: Fixed missing 120 Range bonus for all 7.62x39mm magazines.

EDIT 3: Fixed the stocks being compatible with one another, uploaded patch to last version to ESNIPS (Click on the file icon, not the Button labelled Download)

Now in my survey of the items in-game before the latest bug report (not doing it again for fixes

Page 116 of 203 ---- Generated from The Bears Pit that shouldn't break any items), I did confirm the Groza default attachment is working.

Groza Weapon System 7.62x39mm Groza OTs-14/7-A: default is a grenade launcher which may be moved to the grip slot to become a foregrip (click on the slot to convert) 9x39mm Groza OTs-14-A3: default is a foregrip, which may be moved to the muzzle slot to become the proprietary sound suppressor, or moved to the lower hand guard position to turn into the underslung greade launcher. You may have to click a few times to cycle to the right attachment.

EDIT 4: since the subject came up, I've found that the Groza attachments are not set to be incompatible in NASIncompatibleAttachments.xml, this will be fixed in the next version.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Thu, 19 Aug 2010 03:40:40 GMT View Forum Message <> Reply to Message Yes, while experimenting, I transferred the Groza foregrip to another Groza to see if I could obtain grenade launcher AND foregrip (that's the kind of things I am supposed to test, right ?), which I did, I must have lost it in my frenzy of testing other combinations. I have a had an enemy armed with a HK416 upper in Calisto, sadly I can't remember which sector, I believe it was the factory.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 19 Aug 2010 04:45:58 GMT View Forum Message <> Reply to Message 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).

Page 117 of 203 ---- Generated from The Bears Pit EDIT: you will need to apply the patch uploaded earlier tonight before the merger of alcohol and rag will work.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Thu, 19 Aug 2010 12:10:24 GMT View Forum Message <> Reply to Message 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!

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Thu, 19 Aug 2010 12:12:31 GMT View Forum Message <> Reply to Message Thanks for the explainations ! Are you sure it is Gabby or did you mean Manny ?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 19 Aug 2010 14:06:01 GMT View Forum Message <> Reply to Message 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)

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Thu, 19 Aug 2010 15:55:07 GMT View Forum Message <> Reply to Message

Page 118 of 203 ---- Generated from The Bears Pit BR sells commando medic armor. Clamp on scope lacks description.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Thu, 19 Aug 2010 19:10:49 GMT View Forum Message <> Reply to Message Took the subway from Troy to Prax (line 3) and arrived in very strange sector, is it just me or is there a problem ?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Thu, 19 Aug 2010 20:38:09 GMT View Forum Message <> Reply to Message 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.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 19 Aug 2010 20:49:30 GMT View Forum Message <> Reply to Message 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

Page 119 of 203 ---- Generated from The Bears Pit 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.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Fri, 20 Aug 2010 00:15:26 GMT View Forum Message <> Reply to Message 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

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Sat, 21 Aug 2010 00:28:35 GMT View Forum Message <> Reply to Message RG6 has range and noise 0. VGM93 flashbang grenade has noise 0.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 21 Aug 2010 17:55:39 GMT View Forum Message <> Reply to Message 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:

Page 120 of 203 ---- Generated from The Bears Pit UC-1.13NAS v2.4 (20100821) Available now: ESNIPS (Click on the file icon, not the Button labelled Download) ModDB

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Sat, 21 Aug 2010 18:50:48 GMT View Forum Message <> Reply to Message Jeez , I'm still playin' the first hybrid !

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Sun, 22 Aug 2010 00:18:31 GMT View Forum Message <> Reply to Message 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.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 22 Aug 2010 14:08:06 GMT View Forum Message <> Reply to Message 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

Page 121 of 203 ---- Generated from The Bears Pit 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...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Sun, 22 Aug 2010 15:00:12 GMT View Forum Message <> Reply to Message Will , all the options you are putting into UC , once they are stabilised , will you be doing the same with DL ?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 22 Aug 2010 15:33:49 GMT View Forum Message <> Reply to Message 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.

Page 122 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tais on Sun, 22 Aug 2010 15:56:59 GMT View Forum Message <> Reply to Message 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

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Sun, 22 Aug 2010 16:35:08 GMT View Forum Message <> Reply to Message XML editor is obsolete anyway

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Sun, 22 Aug 2010 18:34:37 GMT View Forum Message <> Reply to Message As I just posted in Smeagols thread , Riot control weapons ?

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

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 22 Aug 2010 19:33:00 GMT View Forum Message <> Reply to Message 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.

Page 123 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Sun, 22 Aug 2010 20:23:54 GMT View Forum Message <> Reply to Message 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 ?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Snake Plissken on Sun, 22 Aug 2010 22:03:55 GMT View Forum Message <> Reply to Message 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.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 22 Aug 2010 23:12:26 GMT View Forum Message <> Reply to Message 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

Page 124 of 203 ---- Generated from The Bears Pit 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).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tais on Mon, 23 Aug 2010 09:20:11 GMT View Forum Message <> Reply to Message 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..

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Mon, 23 Aug 2010 09:22:11 GMT View Forum Message <> Reply to Message uc was made by mod-squad (bear's pit members - shanga among them) - guess there are no limitations

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tais on Mon, 23 Aug 2010 13:46:34 GMT View Forum Message <> Reply to Message 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?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Mon, 23 Aug 2010 14:19:23 GMT View Forum Message <> Reply to Message Fast work Tais , hope Will wont object ?

Page 125 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Mon, 23 Aug 2010 14:54:28 GMT View Forum Message <> Reply to Message 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.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Mon, 23 Aug 2010 16:36:05 GMT View Forum Message <> Reply to Message What is a SCI ? Nevermind, I know now.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 23 Aug 2010 16:52:39 GMT View Forum Message <> Reply to Message 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

Page 126 of 203 ---- Generated from The Bears Pit I5) and to fix leftover bugs (Map A9)?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tais on Mon, 23 Aug 2010 20:20:05 GMT View Forum Message <> Reply to Message 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

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Mon, 23 Aug 2010 20:39:29 GMT View Forum Message <> Reply to Message 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

Page 127 of 203 ---- Generated from The Bears Pit 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 .

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 23 Aug 2010 22:47:49 GMT View Forum Message <> Reply to Message 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.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Tango on Mon, 23 Aug 2010 23:03:45 GMT View Forum Message <> Reply to Message 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?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 23 Aug 2010 23:18:25 GMT View Forum Message <> Reply to Message 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...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Madeiner on Tue, 24 Aug 2010 20:56:20 GMT View Forum Message <> Reply to Message I have a few questions.

Page 128 of 203 ---- Generated from The Bears Pit 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!

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 24 Aug 2010 21:32:12 GMT View Forum Message <> Reply to Message 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

Page 129 of 203 ---- Generated from The Bears Pit 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

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Wed, 25 Aug 2010 14:32:47 GMT View Forum Message <> Reply to Message 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.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by svean on Wed, 25 Aug 2010 15:27:00 GMT View Forum Message <> Reply to Message

Page 130 of 203 ---- Generated from The Bears Pit Friendly FireI 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

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 Thank you!!!

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 25 Aug 2010 15:56:38 GMT View Forum Message <> Reply to Message 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

Page 131 of 203 ---- Generated from The Bears Pit 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

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Wed, 25 Aug 2010 20:31:24 GMT View Forum Message <> Reply to Message Sorry, I meant attacking Troy factory from the east. I tried to place the M203 on a FamasG2. The problem with NIV is that from a certain level of detail you spend a lot of time micromanaging. It is fun in a way but can be tedious and frustrating, because some objects are not easy to intuitively estimate. Where in your list would fit drum and double drum magazines ?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 25 Aug 2010 20:57:26 GMT View Forum Message <> Reply to Message Yeah, I suspected it was the M203 slot I had to add specifically for the FAMAS.

...yes, you have hit on why I have been putting off resizing everything.

Page 132 of 203 ---- Generated from The Bears Pit Pistol cartridge thickness drum would be 25. Medium-Flat/Magazine. Rifle cartridge thcikness drum would be 24. Medium

My concept basically has five Sizes:

Tiny Small Medium Large Too-Big-for-Pocket

Everything (including Guns) is a modification on one of the five. The reason I've got more "Gun" sizes than original NIV is to eliminate some inconsistencies with adding the sound suppressor to pistols. This way I have a bit more control over when the suppressor makes the weapon too big to fit a holster.

As long as nothing major needs attention in the mod, I'll see about redoing all the sizes this weekend.

EDIT: I checked the attachment slot used to attach the Modified M203 to the FAMAS and it is setup correctly. Tested ok in-game as well. Now what I think has happened is this, the Modified M203 has the hidden attachment flag set so the attachment slot won't light up when you pick up the Modified M203.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Thu, 26 Aug 2010 08:34:00 GMT View Forum Message <> Reply to Message Right, it did not light up and was not listed in the tooltip, but then I tried anyway and it worked. And then I used a hand-held GL anyway, because the penalties are ruining such a fast-firing gun ! Talking of which, have you seen how low are the AP for the chinese 50 shots Chang Feng smg ? (The madsen is very low too, but is much more limited attachment-wise.)

Attacking Roxx northern sector from the south is problematic. The walls of the northeastern building in I3 can be passed through (and shot through too it seems).

Quote: "As long as nothing major needs attention in the mod, I'll see about redoing all the sizes this weekend."

I'll try to find something....

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 26 Aug 2010 12:45:35 GMT

Page 133 of 203 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Found that there was a mismatch of the stock system and penalties used on these weapons: Calico M960A Carl Gustav M45 Chang Feng

This is what was causing the unusually low AP costs.

Now in fixing the bug, found that the Carl Gustav CTD's the game when the stock is switched.

EDIT: Never mind, found the cause of the Carl Gustav CTD, copy and paste mistake during the fix.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Thu, 26 Aug 2010 14:17:45 GMT View Forum Message <> Reply to Message I meant Carl Gustav when I said Madsen, but you understood. A LOT of walls are porous in I3. Don't hurry to upload your update. Let me play at least once with my insane chinese smg !

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by svean on Thu, 26 Aug 2010 17:13:23 GMT View Forum Message <> Reply to Message What I've found:

After making Flamethrower Fuel it shows ammo 88/5 - quite a lot

About Commando Vest (LBE): there is mistake in FAQ - 40mm grenade panel upgrades to Grenadier LBE (and SAW Pouch to LMG LBE).

Also description of Commando Pants is misleading - there is no SMG holster or magazines pouch. They can't be upgraded any more - right?

There is no point to upgrade Spectra Helmet to Medic type - less cover and no bonuses (in original UC I think there was a pouch for First Aid Kit).

Ammo: There was probably some ammo changes and some of that works as different type. Because of this if you unload some weapons (dropped by enemies or found) you could be left with gun and ammo that doesn't fit. I have a bunch of 5.7mm (HP and AET), 12.7x108mm, an Lapua Magnum ammo without any gun for it, also my 5.45 HP ammo came probably with some revolver (after taking a sector I tend to use SHIFT+F and CTRL+SHIFT+A to make crates and avoid

Page 134 of 203 ---- Generated from The Bears Pit micromanaging of magazines, so I'm not sure from what guns I have this ammo).

During talking with some people around gives important informations witch shouldn't be forgotten but in history log that appears as quite different things... That's really annoying and I think it was listed as not a bug - but can't anything be done about this? I know that shooting is quite fun but story and background in UC are very interesting and shouldn't be ruined just by shooting everyone.

------And now a question - is fighting Police unavoidable? Or WHEN they become hostile? If they see I kill someone? After that they will be hostile in all sectors? Or maybe after killing that hitman in Port Kip they will be hostile permanently (and notes about bounty on my head appears on police stations)?

Those guys in gray shirts and blue pants (and motorbikes) are a part of subway gangs - right? So killing them isn't a crime? Or they have some connections with corrupted police?

Who are those guys with white shirts and olive pants - they are on the cargo airport in Calisto? They seemed as enemies when I entered the sector but I'm not sure if they are not working for Tony as smugglers - I hope that Tony would still like to trade with me... I think I saw them also in Commercial Port in Port Kip but there they were green (as militia) and they were fighting police (and I helped). What triggers their hostility? In the port at some point they also became hostile and started shooting at me (I'm pretty sure I didn't hit anyone) but I reloaded and nothing like this ever happened...

Anyway I have to admit that UC is hard but is also extremely enjoyable Thanks for bringing it back to life

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 26 Aug 2010 21:48:15 GMT View Forum Message <> Reply to Message No chance of an update till sometime this weekend. I took care of the easy part of re-sizing the pockets, now nothing fits correctly. See bottom of post for the final new sizes.

Flame Thrower Fuel - should fix itself (go down to five) then loaded.

Commando Legging description - fixed when I was in items.xml for another reason earlier today.

Commando Medic Helmet coverage - is a bug, it should have same stats as Spectra Helmet.

Ammo Drops in Maps - Which version of the mod are you running? The current version fixed the drops for several maps, however if you are still seeing them, please note the map and weapon type doing it.

Laptop Notes - Correct, it is beyond my ability to fix. Moreover I am not willing to go with a custom .exe again after the last two times this was tried.

Page 135 of 203 ---- Generated from The Bears Pit Hostile Civs - Technically most of them are Hicks faction, Subway Gang, Most Police, and some Crepaton Guards. They will go hostile if you go into most subway station sectors as there is a NPC scripted to go hostile. I re-purposed one of the NPC slots to be one of the Kingpin faction triggers. Kingpin's faction covers the Police and Gangs in Port Kip, and I set it up so that it is very difficult (though technically not impossible) for them to remain neutral.

Story wise everyone who should go hostile to you will go hostile now (originally Kingpin's faction would not automatically go hostile, but in-game text suggests that you have to shoot them anyways). Tony should not be part of any faction and should remain non-hostile.

A bug which oddly nobody has mentioned is that I forgot to cut in half the Queen's replenishment pool (default 60, but should be 30). Is everyone just milking the Calisto Counter-Attack every two-three days?

Description of Sizes (to-be) Used: 0. Revolvers - Used to keep revolvers out of plain pistol holsters 1. Small Pistols - Concealed carry pistols: H&K P7, Makarov PM/PMM 2. Small Pistols + Suppressor 3. Pistols - Most auto-loading pistols found here, also Glock 18 and Beretta 93R 4. Pistols + Suppressor - Also: H&K Mk.23 SOCOM, Automag's, and Desert Eagles 5. Machine Pistols - Uzi's, AEK-919K, Skorpion, MP7 6. MP + Suppressor 7. Short Barrel Rifles - AR-15

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by svean on Sat, 28 Aug 2010 19:12:13 GMT View Forum Message <> Reply to Message wil473Ammo Drops in Maps - Which version of the mod are you running? The current version fixed the drops for several maps, however if you are still seeing them, please note the map and weapon type doing it. I'm plaing UC hybrid for about 3 weeks so it might came from older version (I just upgrade what I have - it's great that upgrades are save compatible ). I'm plaing quite slowly (not much free time).

Another minor bugs/mistakes: When you first talk to Bruce he's offering a commando vest. He's asking 1300$ for it but after that appears a "window" message that you have to pay 2100$, and if you try to give another amount, Bruce will say "I was asking for 1000$"

I also noticed that if I add RIS handguard to MP5A4 if shows OK (with new slots) at first but after some time (don't know how and when this happened, maybe after reloading the sector?) MP5A4 is again with it's regular slots (but still with RIS handguard attached). This might be NAS bug...

Also this isn't probably just UC bug - getting through windows is one-way only. You can jump

Page 136 of 203 ---- Generated from The Bears Pit in/out a building from south to north (break the glass first), but never back. Good to know if you don't want to find yourself trapped

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tais on Sat, 28 Aug 2010 19:48:22 GMT View Forum Message <> Reply to Message the window jumping requires one tile space on one of the two sides, and you always have to look at the window.. it has to work you just have to know about the one tile space part..

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Sat, 28 Aug 2010 23:15:58 GMT View Forum Message <> Reply to Message RPO-A schmel and QUAD FLASH have to hit bonuses of 190, seems much.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by svean on Sun, 29 Aug 2010 19:56:36 GMT View Forum Message <> Reply to Message Taisthe window jumping requires one tile space on one of the two sides, and you always have to look at the window.. it has to work you just have to know about the one tile space part.. I know how it works. But I tested that on many windows... If try to jump from south-east to north-west side of the window (doesn't matter if inside or outside) it works, if try to jump from south-west to north-east it also works, but never form north to south side. You have to face the window to jump through (of course) but it still won't work form north to south no matter how much space will be at all sides. Just try to check it on any particular window - it's one way only.

EDIT: I just noticed that MP5 I mentioned before (few posts above) with RIS handguard is working properly right now (all slots apear right)... I don't know how this happends - I didn't changed anything (no updates) and it's OK now...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 30 Aug 2010 20:42:39 GMT View Forum Message <> Reply to Message Good to hear about the MP5 RIS Handguard.

Found that several rocke launcher ammo has a +90 CTH bonus. I think this was an early attempt to portray the OICW's explode-where-you-want-it-to 20mm grenades. I must of copied it, which is

Page 137 of 203 ---- Generated from The Bears Pit why not only the RPO-A and FLASH rounds have it, but the other reloadable rockets as well.

Bad News: there was a bit of a setback with the resizing. I had to throw out a days worth of work when I probably edited the wrong tag rendering the XML's unopenable by the XMLEditor (which is only used to modify non-NAS XML's, usually NAS XML/tags are ignored on opening and tags removed from items.xml on saving). --- This was Saturday night.

Good News: realized it would be faster to use the XML Editor to strip out the extra default items tags, edit sizes in Excel, and use Notepad++ to add the multiple default items back in; than to figure out which tag was broken. While I was in there I introduced two additional guns in .30 Carbine: unmodified AMT Automag III, and Ruger Blackhawk (both reusing existing graphics). --- This was all done Sunday

In the course of resizing everything, I've also decided to take care of some ammo issues (This is still in progress): - New graphics for ammo crates - Smaller Ammo Crates (was 5000, now cut down to a more handy 500) - BR will sell ammo bricks (the 500 round ammo crates) - Redoing the pricing (the rest of the internet has left Bobby Ray's behind)

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by svean on Tue, 31 Aug 2010 15:12:48 GMT View Forum Message <> Reply to Message Good to hear that

Another news from the battlefield. I've found recently that ammo magazines might just be a little broken. I was fighting in "dense forest" behind north-west SAM where is also smuglers hideout and after the battle I've found some Glock 20 glaser ammo magazines with 26/15 bullets inside. I thought there is someting wrong so I redone the fight with "enemies drop all" option checked and I didn't found any Glock 20 but few 6.8 SPC rifles whitch have 26 ammo magazines... Anyway interesting fight - found some coolness 10 guns with progress around 45

BTW I have taken Port Kip and most (not all) of Calisto (and no more cities) and have now 45+ progress on Expert. I think After taking Sheraton, maybe Galileo and few more sectors I get around 100 - there won't be any (more) progress for other 6 cities???

Another thing - pistols seems underpowered - a lot. Even good pistols (like Five-seveN) have draw time (AP) around 10 - some ARs (AUG A3) have even less... don't tell me that getting pistol to aim-position takes more time than any rifle. And getting ready OTs 39 (folded stock) takes 2 action points. There is something to balance

Still - game is great and gives a LOT of fun

Page 138 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 31 Aug 2010 22:11:03 GMT View Forum Message <> Reply to Message I just looked at the .ini for options related to game progress, and found that ALTERNATE_PROGRESS_CALCULATION (= True) is a likely culprit for why game progress is going so fast. When true, the game takes the highest of three factors and treats that as game progress. One of these factors being your kill count. Now with the Queen's reinforcement pool being left at 60 in the last few releases, I am guessing Svean your kill count was rather high, which means that factor became the one the game used base your progress on.

The next version (if bad things don't keep happening):

ALTERNATE_PROGRESS_CALCULATION = False GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 10 (was 25 though this didn't matter due to above) GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 45 (was 25) GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 40 (was 50)

This way game progress should be based more on how many city sectors you control.

Also, kills will count slightly less in novice-expert:

NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 10 NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 20 NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 30 NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60

Gun Runner camps are always worth hitting early...

Draw Costs: this is what happens when you let a spreadsheet calculate AP costs.

Since I am working in the XMLEditor for now, I have redone the Draw costs by eye (there are about 60 entrys in items.xml that require additional default attachments to be added when this work is done).

Now I seem to remember complaints about the the high draw costs last time I did this but here is what I did:

Compact Pistols = 5 AP Draw Regular Pistols = 10 AP Machine/Oversized Pistol = 15 AP SBR = 20 AP Carbines = 25 AP Light Rifles = 30 AP Battle Rifles/LMG/DMR/(Anything with a heavy barrel but still smaller than next) = 35 AP AMR/GPMG = 40 AP

Page 139 of 203 ---- Generated from The Bears Pit Mini-gun from DL = 60 AP

Bullpup drops draw by 4 AP

I am comfortable with the spread from 5 AP up to 40AP, notwithstanding outliers (Mini-gun and Steyr IWS 2000). It gives me some room for refinement for sometime in the future (not the next release which I want out by this weekend). However I am disclosing the above to see what everyone thinks.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Madeiner on Wed, 01 Sep 2010 02:22:49 GMT View Forum Message <> Reply to Message About ready AP's...

I don't know, i think they are fine the way they are. For me, urban chaos is about mobility and running through the cities while taking out hostiles, without the sniper camping that is too effective in vanilla campaign. If a rifle is gonna need 30APs to ready, you are seriously hampering the ability to fight on the move.

Even worse, we all know that enemies are very likely to sport Assault rifles, and they are very prone to run around without readying weapons. After running a few tiles, you would not be able to even fire once with a 20-30ap ready cost and usually a 25+ fire AP cost. I think this will results in most enemies running into our mercs, and not being able to fire, so they just retreat (which is what they do too often).

I also don't think a pistol should be 6-7 times faster to align than a rifle. I think a pistol should have 3-6 ready AP's tops, 10-12 for SMGs/MPs, and 15-17 for assault rifles. Sniper rifles should be well over 25 APs though.

Edit: I'm also reporting a bug with the current version. Sometimes, when you go into sector-view of some sector you control, and have militia in, but in which you don't have any mercs, a few of the militia (or is it police? i don't know) will go hostile, fire at the militia for a round or two, and then the game automatically goes back to strategic view. When you return to sector view, the same happens. The only way to stop this is using GABBI cheats, using ALT-ENTER to stop enemy and militia turns, and then ALT-O to kill every hostile. However, hitting ALT-O also kills all militia (they are flashing red, and considered hostile). Even more, mercs lose morale because of this killing.

If you need, i can provide a save.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)

Page 140 of 203 ---- Generated from The Bears Pit Posted by Wil473 on Wed, 01 Sep 2010 04:03:44 GMT View Forum Message <> Reply to Message Truncated Basic Draw AP

5 = Compact Pistols (absolute basement) 7 = Regular Pistols 10 = Machine/Oversized Pistol

(one handed to two handed weapon transistion)

15 = SBR 18 = Carbines 21 = Light Rifles 24 = Battle Rifles/LMG/DMR/(Anything with a heavy barrel but still smaller than next) 27 = AMR/GPMG

Specials: 35 = Mini-gun from DL

Bullpup drops draw by 3 AP which effectively drops the weapon a draw class compared to its conventional format equivalents. Also: P90 and Magpul PDR's end up with 12 draw which makes them fast, but not fast enough to cross into one-handed weapon territory.

Now remember there are attachments which may be used to modify a weapons base draw cost. Some examples are:

Reflex sight = -15% 4x Battle Scope = +12% - penalty to draw 10x Sniper Scope = +50% - the reason why I don't need a special high draw cost for Sniper Rifles AR-15 Telescopic Stock = -10% (new version), old version has -30% carried over from Starwalker's portrayal of telescopic stocks in main v1.13. Folding Stock System (main one for full size rifles collapsed) = -75% - which is a bit to much as this can be added to the reflex sight bonus, giving an 90% reduction to draw. MP Folding Stock (Extended) = +50% which takes MP's well into the draw costs for two handed weapons (which is why all MP's have doubles, one is a two handed weapon that only allows fitting of the extend MP Stock)

There is a bug in sector C13 (Calisto), where it seems a hostile faction civilian always misses out on the initial battle to cause your merc's trouble at a later date. Now what you're describing seems to be a consequence of that bug when the v1.13 ability to allow you to go tactical without mercs in the sector is used. I'll take a look in the .ini for a way to turn off that new feature as frankly it does leave you vulnerable to the situation described (and I always accidentally go tactical in maps that have no mercs in). If it is not Calisto C13, then yeah that's a new one.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)

Page 141 of 203 ---- Generated from The Bears Pit Posted by JP'TR on Wed, 01 Sep 2010 08:50:52 GMT View Forum Message <> Reply to Message hello all, first of all thx for the work u doing here its just amazing! i would like to help with bugreport but i have big problems with the start of the campagn, actualy, i am not sure about my versions of 1.13SVN and UC1.13mod, it just take ages for me to find the right downloads in this full forum. (my english is also not so good) I hope u can help me out a bit. my install now on JA Gold: clear 1.13 v3356,SVN1227 (working) - then overwrite with 1.13CFSS v20100719 (standart campaign working) - finaly original UC extracted and only UC-Data Folder moved in JA2 root. (all eng-versions) start INI-Editor with: -Mod: vfs.configUC1.13.ini -JA2v1.13 INI-File: Data-UC113/Ja2-Options.INI finaly Problem: My Mercs don't have Guns, do u know what i have done wrong? also with DL1.13, no guns for Mercs and everyone my Team is walking/running only Backwards.(but that just for notice)

After felt 15 hours of different installations and searching newer versions i am totaly confused now sorry.*

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Madeiner on Wed, 01 Sep 2010 16:37:31 GMT View Forum Message <> Reply to Message Quote: There is a bug in sector C13 (Calisto), where it seems a hostile faction civilian always misses out on the initial battle to cause your merc's trouble at a later date. Now what you're describing seems to be a consequence of that bug when the v1.13 ability to allow you to go tactical without mercs in the sector is used. I'll take a look in the .ini for a way to turn off that new feature as frankly it does leave you vulnerable to the situation described (and I always accidentally go tactical in maps that have no mercs in). If it is not Calisto C13, then yeah that's a new one.

It was calisto C13, but also happens in Troy.

scope100 finaly Problem: My Mercs don't have Guns, do u know what i have done wrong? also with DL1.13, no guns for Mercs and everyone my Team is walking/running only

Page 142 of 203 ---- Generated from The Bears Pit Backwards.(but that just for notice)

Mercs without guns: it's a feature, read the Folding stock readme. Your mercs travel on a plane and cannot carry weapons with them.

About everyone running backwards: Press alt once. If you play windowed, sometimes when you alt-tab in and out of the game, the ALT key gets stuck.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 01 Sep 2010 21:31:16 GMT View Forum Message <> Reply to Message 1.13CFSS v20100719 only should be used with the main Jagged Alliance 2 v1.13 project availabe to the general public (ie. SVN ).

Use with anything "newer" could result in odd things happening with Merc starting gear.

Yes, Urban Chaos starts you off with non-weapon gear such as Load Bearing Equipment (LBE). UC-1.13 pushes this slightly by having scopes provided to your IMP based on your traits and random chance.

The DL-1.13 campaign included with CFSS mod however should give you starting gear similar to (ie. mostly copied from) the original Diedranna Lives! prof.dat file. If your are not seeing starting gear then something is not right with your install. That being said, your install notes do not list importing the Data folder from original Diedranna Lives!

EDIT: Which maps in Troy are having odd civilian hostilities? I've otherwise tweaked the .ini regarding civilian populations, maxing out possible civilian populations to 40.

EDIT2: Forgot to mention, I had to format the partition that my working copy of JA2 v1.13 is installed on. Besides wasting four hours of my time tracking a non-existent bug (for some reason that partion refused to copy over the new interface graphic file for the ammo packets) it started displaying symptoms of other file issues. Not surprised though, that partion has been going for years, the constant overwriting of small files (JA2 modding in general) was bound to cause problems eventually. So I was working temporarily out of my test JA2 v1.13 install which is only a few weeks old. Anyways, I took the opportunity to do a test install of Combined Folding Stock System (over a clean SVN checkout from today), DL-1.13 works fine with the current SVN, though it looks like no changes to the .exe have been made since the CFSS mod was released in July.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Wed, 01 Sep 2010 22:09:10 GMT View Forum Message <> Reply to Message

Page 143 of 203 ---- Generated from The Bears Pit D1 (west of NW SAM site) seems to have problems with loading screens or something, because entering the sector gives me a runtime error

Edit: Also the OC-14 Groza grenade launcher doesn't appear to create a slot for a grenade when attached rendering it useless.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Madeiner on Wed, 01 Sep 2010 23:05:04 GMT View Forum Message <> Reply to Message wil473 EDIT: Which maps in Troy are having odd civilian hostilities? I've otherwise tweaked the .ini regarding civilian populations, maxing out possible civilian populations to 40.

I13: Troy training facility H12: Troy (i have a merc in sector, and this particular time it crashes the game everytime) B14: Calisto (here it says there are gun runners, and i see a lot of red flashing enemies in the split second i can see the tact map)

I have uploaded a save containing this situation at http://www.2shared.com/file/_09OU9QB/SaveGame01.html

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 01 Sep 2010 23:08:10 GMT View Forum Message <> Reply to Message B14 are gun runners (Hicks); I'll take a look at the savegame when I have a chance.

Hairysteed, check that in the .ini that USE_EXTERNALIZED_LOADSCREEN = FALSE; the last time D1 was causing problems with load screens was because I didn't turn off this new feature.

EDIT: Madeiner, what .exe are you using? I'm getting an error on load (using NAS 0.61B).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Madeiner on Wed, 01 Sep 2010 23:25:24 GMT View Forum Message <> Reply to Message I'm using non-NAS version, Ja2 3356@1227

Page 144 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 01 Sep 2010 23:44:00 GMT View Forum Message <> Reply to Message Thank you, got it working. Looks like more of the samething as Calisto B13, except it looks like the full complement of corrupt Danubia police are present (in reality also the Hicks faction). When you first hit sector H12, were the police hostile, or present for that matter?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Madeiner on Thu, 02 Sep 2010 00:05:45 GMT View Forum Message <> Reply to Message Uhm i don't remember if they were present or not. I think yes, but i'm not sure. If they were present, they were not hostile, or i would have killed them.

I remember attacking some sectors at night and the police was ignoring me.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Thu, 02 Sep 2010 01:07:14 GMT View Forum Message <> Reply to Message wil473Hairysteed, check that in the .ini that USE_EXTERNALIZED_LOADSCREEN = FALSE Thanks! That did the trick . After clearing the sector I found a NADA item (Possibly 40mm cylinder?)

Another oddity: An empty magazine! :yikes:

Uploaded with ImageShack.us

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by svean on Thu, 02 Sep 2010 15:21:11 GMT View Forum Message <> Reply to Message No idea why there is empty magazine but I think I figured out whats wrong with ammo. I think the wrong ammo magazines applies to civilians only (including police, smugglers and others). I stole from one cop an AKMS today with grey ammo 2 pieces inside. There is no "ball" ammo in 7.62 caliber so I checked what's this - and gues what... that was slugs (after unloading manually). So probably that cop had some baikal shotgun before, his weapon changed but his ammo not. "Regular" enemies seems OK but civilians that normally won't leave their weapons (unless stolen or hit in the head and their weapon fall) might be bugged.

Page 145 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Thu, 02 Sep 2010 18:24:28 GMT View Forum Message <> Reply to Message Civvies' weapons lack stock items too. I noticed it when I stole a Bizon off a subway gangster

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Thu, 02 Sep 2010 18:29:11 GMT View Forum Message <> Reply to Message i'd say for a subway-mobster it's more about cocealment - i don't know it but it could be made deliberately this way

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Thu, 02 Sep 2010 18:48:59 GMT View Forum Message <> Reply to Message Ha! That's a good point

But then again, a stockless weapon gets both ready and accuracy penalties

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Logisteric on Thu, 02 Sep 2010 18:59:08 GMT View Forum Message <> Reply to Message how far is your victim of in a subway shoot-out?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 02 Sep 2010 23:19:22 GMT View Forum Message <> Reply to Message The weird ammo drops are purely due to my laziness. It is a result of me reordering everything (which overall has saved me time), and not going through map inventories (all NPC's, not just civs) to refresh affected items. This is tedious and frustrating work as I find the Map Editor to be much less stable (though this is largely due to item mismatches caused by the mod itself).

Progress: - Fixed the Groza launcher not adding the grenade slot - Added back all the multiple default attachments, so I am effectively testing right now - looking to increased the shots-per-four-turns (to lower AP cost to fire), this is an across the board increase so all firearms are affected. Tried 5% earlier, now trying 10%.

Page 146 of 203 ---- Generated from The Bears Pit Hairysteed, which revision are you using? I remember fixing the launcher inventory for D1 last revision (Urban Chaos-1.13NAS v2.5 20100824).

EDIT: by the way Hairysteed, I've activated the STK Squad Support Weapon which has been in placeholder form for the last few versions. Tried importing the graphic some time in the past, had to paint it freehand pixel by pixel (sort of, borrowed the stock and grip from Marlboro Man's FN F2000). Available in the next version from the arms dealer in Drake.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Fri, 03 Sep 2010 06:10:59 GMT View Forum Message <> Reply to Message Strange! That is exactly the revision I'm using :confused:

Good to hear about that Singapore slingshot! :thumbsup:

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Sat, 04 Sep 2010 01:52:42 GMT View Forum Message <> Reply to Message I am taking a break from playing UC and thus bug reporting. I control more than 80% of the map and I am overcome by the tediousness of repetitive battles while completely clueless about the storyline. I know that a walkthrough is too much to ask but even after scouring the forum for tips I cannot make sense of the plot. Civilians insist on on giving me informations I have no use for, often contradicting themselves or making little sense; strange things happen, for example I met a Crepaton official (a research guy with an italianish name) with an hostile escort, but after killing them, I hear the guy telling me to try his products as if he was on a peaceful street market, also if I attack him, allied militia turn hostile. What sense can be made of that ? I know this is the original UC thing and not done by you, but on the other hand I wanted to test the campaign by trying to stick to the plot and I must stop for a while before becoming insane and sent to Prax. Maybe I played too much those last days, maybe a few tips about the storyline would make it more bearable. Carmen always wants to give me yet another laptop, talking to me as if we meet for the first time and making the game hang. Some battles were epic though and I enjoyed the whole thing until very recently; I remember having had the same feeling of missing the point when playing the original UC.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 04 Sep 2010 14:15:35 GMT View Forum Message <> Reply to Message

Page 147 of 203 ---- Generated from The Bears Pit Yeah, I agree the game does get a bit tedious towards mid-game. It seems to be particularly bad with v1.13 due to the speed of level advancement. In testing, I'm only invading my third city, but have already faced Mike (I haven't gotten around to rescuing the ambassador yet).

It sounds like you ran into Dr. Barcardi. I can make him go hostile along with the Crepaton security forces, the problem is he then does not say anything at all.

Anyways, Thank you for testing Friendly Fire, just a few last questions: how was game stability towards the end? and which .exe are you using?

New Stuff: Since I was on the Singapore Technologies website anyways I've added the STK Compact Personal Weapon. It will be the machine pistol equivalent of the ACR and SRS, being equipped to convert between 9x19mm (30 rounds), 4.6mm H&K (20 rounds) and 5.7mm FN (20 rounds).

I am suspecting that the .ini changes to slow game progress requires a new game as I am seeing no difference in my continued game.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Sat, 04 Sep 2010 21:22:46 GMT View Forum Message <> Reply to Message The stability was okay but then I was using ctrl+del a lot in sector inventories, but the the Calisto airport was full of stuff and the slowdown in closing the inventory window there was noticeable. I never saw Mike. I used the ja2_3578_NAS_0.61b.exe.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Luppolo on Sun, 05 Sep 2010 18:12:00 GMT View Forum Message <> Reply to Message i constantly get an assertion error every time i kill the last enemy in a sector, i have to leave and come back later to kill the last left

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 05 Sep 2010 19:51:19 GMT View Forum Message <> Reply to Message Luppolo - what version of the UC-1.13 Hybrid and JA2 1.13 are you using?

Good news everyong, I got the progress control .ini settings to work with a savegame. I must have been modifying the wrong .ini earlier. Took a 20 point progress hit when I modified the

Page 148 of 203 ---- Generated from The Bears Pit correct file (I guess progress is always being calcuclated from your history, instead of simpily added to when you do something). Max progress stayed the same so for all intents and purposes the game now thinks I've lost half the territory I liberated.

Final testing for he next UC-1.13NAS (v2.6) is in the works with a release later today if all goes well. It is highly recogmended that you start a new game with v2.6 instead of continuing due to the .ini changes and the new ammo box sizes.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tais on Sun, 05 Sep 2010 20:45:44 GMT View Forum Message <> Reply to Message I have released a 2.5 version UC by the way, more info can be found in my SCI topic http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=261665#Post261 665 this is an unmodified version of UC1.13 v2.5 with the latest version exe, there are a few items missing in the ini which the exe reports at start but that's not a problem

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Madeiner on Sun, 05 Sep 2010 21:57:12 GMT View Forum Message <> Reply to Message More bugs reporting:

1) Enemies in galileo subway are not dropping anything (even if drop all is set to on)

2) This one is a little worse, don't know if it's UC related. I have the option to always reveal dropped items after combat. However this does not always work. Using cheats, i managed to kill a guy in a sector. He dropped a weapon. Going to sector inventory,it's not there. If i get close and "see" the weapon on the ground, it then appears in sector inventory. If i press ctrl-m to move all items under my merc, that particular item is not moved.

I *think* it's mostly weapons that do that. I *think* it's only weapons added in UC (because i don't remember them in 1.13, but i may be wrong. Also, i don't think it's based on weapon model. One of the enemies was dual wielding 2 mac10s. When killed with the steps above (or even normally), only one of them showed in sectory inventory.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 05 Sep 2010 22:03:00 GMT View Forum Message <> Reply to Message

Page 149 of 203 ---- Generated from The Bears Pit Drop All and Reveal Items after combat is finished does not apply to hostile civilians. Their weapons have to be set to drop all via the Map Editor. Actually seeing these dropped items require you to walk over to them. This explains most after combat scavenging in the subways as most hostiles are Hicks factioned (but you are not supposed to see that).

There was a minor mistake in the last version so a few more hours to v2.6 release.

EDIT: found a big mistake in the pre-release.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tazpn on Mon, 06 Sep 2010 00:22:48 GMT View Forum Message <> Reply to Message First thanks to all for doing these conversions it has added quite to replays. I've only played a little but its been mostly bug free for me. I've never played UC completely before so I cannot compare before/after behaviors.

My first report: 1. Bruce - Also had the dollar difference reported previously $2100 vs $1300 vs $1000. 2. Bruce - If I try to purchase the Commando Vest the game Assert Fails on me. Specifically, the item does not seem to be in Bruce's inventory. 3. Bruce / Miranda - Crash when returning Miranda and talking Bruce it fails. Specifically, the crepaton report does not seem to be in Bruce's inventory. 4. Port Kip Gun Shop - Should they be selling items because I just get dialog but cannot activate any sort of shop interface.

I'm using the latest trunk SVN and built the game exe myself. Mostly vanilla settings but I added my own mod for speeding up the clock when in battle to reduce time watching AI make its turns.

I'm assuming this is a problem in configuring the UC 1.13 folders. I did not follow instructions completely since I do not want to put NAS into my core directories. Instead I modified the vconfig as such "PROFILES = SlfLibs, Vanilla, v113, UC, NAS, NAS113, UC113NAS, UserProf" since the right most profiles are searched first for files I'm assuming that should be about the correct order.

After some investigation I think the problem is NIV. There is a check for UsingNewInventorySystem() when loading merc data and if so it will clear the inventory of all mercs including NPCs like Bruce. I dont see an inventory xml file for Bruce in the NPCInventory directory so the jacket and report are not added.

I've worked around the problem in this playthough by creating missing gift items and putting them in inventory rather than asserting and failing.

Edit: More investigation says that the problem is the tags in the MercStartingGear.xml. Removing those tags completely will ensure that Bruce (and other NPCs get appropriate items). I'm guessing this means I really must use the NAS branch only when building from source and not trunk since I assume those changes are related to that code.

Page 150 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 06 Sep 2010 01:16:03 GMT View Forum Message <> Reply to Message You ran into the exact opposite to the big bug I found in the pre-release of v2.6. I forgot that using the XMLEditor on the mod stripped the tags from MercStartingGear.xml. And all I thought I had to do to restore NAS capability was add back the now 70 or so extra Default Attachments. Fixed the bug by copying the one XML from the last release, though it did set back testing as I had to clear the installed mod, reupload to ESNIPS, download and start testing from the beginning. v1.13 development seems to have forked off into at least two or three directions, though they seem to have merged in the closed Beta test.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tazpn on Mon, 06 Sep 2010 05:47:06 GMT View Forum Message <> Reply to Message Not sure this is any better but I've loaded the Wanne MP branch as that seems to have the NAS code which I assume should make things more compatible. (Is NAS source available as a standalone mod somewhere or is that it?)

What I notice first is that some of the mercs are not properly overridden when you try to hire them. Flo is partially overridden by Ayana and Buns partially by Jubilee. Descriptions seem to be the new descriptions but stats and names are the original names. Also the sort order is closer to original JA2 where the version before seemed more original and likely closer to the original mod. Perhaps an INI setting somewhere I didn't update since many changed in the MP branch from what I saw previously.

This is a little painful but I guess living on the bleed edge will do that. Perhaps best to wait for the closed beta to complete testing.

I guess the other bug I noticed but didnt report was that Miranda's animated portrait did not synchronize properly when in the dialogs. Works when she is being escorted in the portrait area but not in dialogs. Will see if its still like that when I get to that part of the game with the alternate code.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 06 Sep 2010 14:17:52 GMT View Forum Message <> Reply to Message Tested Ayana and Jubilee using the test install of v2.6 used to confirm ESNIPS download was working. Both work fine. I've also checked that the supplied .ini file is set to draw characters stats from the original format prof.dat (turned off the difficulty based prof.dat's and XML based prof.dat replacement).

Page 151 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tazpn on Mon, 06 Sep 2010 15:08:46 GMT View Forum Message <> Reply to Message Indeed the problem a bad INI file merge on my behalf when I tried to pull in in the MP branch I copied the options.ini file to the profile directory with the intent of the changes into it but didn't.

The following fixed the Buns/Jubilee problem. USE_DIFFICULTY_BASED_PROF_DAT = FALSE READ_PROFILE_DATA_FROM_XML = FALSE

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Madeiner on Mon, 06 Sep 2010 19:22:07 GMT View Forum Message <> Reply to Message I wanted to ask, are you sure that the PO 3.5x21p is balanced with the other sights?

It's a 3.5x scope, with 20% BONUS to ready ap, 10 aim bonus at 1 tile

The acog scope has 4x mag, which is 7 aim bonus at 5 tiles minimum, but a 12% MALUS to both general and ready AP.

On top of that, the russian one can be mounted on SMGs. For example, the Bizon can be equipped with a PO couled with a KORSAK-1 (which is WAY WAY better than the laser sight, at over 4 times the optimal range).

Is it intentional that russian sights/lasers are way better than western ones?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Mon, 06 Sep 2010 19:35:33 GMT View Forum Message <> Reply to Message The russian 6X scope is also better than the imperialist 6X.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 06 Sep 2010 19:42:49 GMT View Forum Message <> Reply to Message The russian optics are supposed to be slightly better in some regards, durability and draw AP mostly. However with the NAS hybrid allowing the mounting of western optics on Russian gear this is making less sense. I've actually been waiting for Headrock's NCTH stuff to be implemented, mostly because his system relates directly a scope's stated magnification with

Page 152 of 203 ---- Generated from The Bears Pit in-game effect. (read: I've been putting off redoing the optics again.)

Now some specifics: - the Bizon and other Russian SMG's based on the AK have been given the general attachment characteristics of their AK assault rifle contemporaries.

- With NAS, I've actually been a bit more "liberal" with which RIS equipped guns can take 4x optics such as the battle scope and ACOG. Basically there are only three optic's RIS: full length, short, and reflex only (used to add the reflex onto ACOG and now sniper scopes). With the RIS scope rings, you should be able to mount the 10x sniper scope onto a MP7. With the right RIS scope ring, you can add a reflex sight to take the edge off the AP penalties the 10x scope imposes.

- The KORSAK-1 is not comparable with the basic mount on every gun laser sight, instead its capabilities are similar to those of the big LAM's that require a RIS mount.

EDIT: - I couldn't decide if the 6x PSO-P was a specialized "sniper" or more common "tactical" scope. It is sold for the RSA mount in real life instead of just the SVD mount. The Western 6x however functions as the entry level sniper scope.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Mon, 06 Sep 2010 20:38:27 GMT View Forum Message <> Reply to Message Speaking of attachments... I don't think the general AP-to-fire penalty for most attachments make sense. Silencers in particular are unrealistically penalized.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 06 Sep 2010 20:54:29 GMT View Forum Message <> Reply to Message The logic behind the AP-to-fire penalty is based on the AP being some kind of vague unit of time and effort (at least that is how I read the English documentation) to perform an action. Most attachments I envision as changing the weight and balance of a weapon, therefore the increased AP-to-fire, which I envision as including the effort to support each shot.

Now the pistol sound suppressor, in general causes large proportional changes to weight and balance, therefore has those big penalties. This notwithstanding all the AR-15's it fits onto.

The biggest penalties are reserved for the Metal Storm three round underslung launcher.

I still need to think of penalties for the LAM's and Reflex sights, both of which are reputed to lower the effort needed to aim a weapon.

Page 153 of 203 ---- Generated from The Bears Pit EDIT: Did a quick look at the AP costs, here are the modifications for the randomly selected pistol, the MP-446 Viking, imposed by the sound suppressor.

Un-modified: 7 ready / 21 per shot calculated Sound Suppressor (25% ready /15% shot penalty): 8.75 / 24.15 or when rounded for game purposes 2 / 3 AP penalties

Not too bad.

Now the Reflex Sight (which does not directly fit the MP-446) does almost nullify these penalties, with 20% draw / 15% shot reductions. With the Under-barrel RIS Bridge Mount's penalties factored in (10%/5% penalties) you get a 10% reduction to both draw and shot. However, with the RIS Bridge Mount you can mount the Advance Reflex Sight with slightly greater draw/shot AP reduction, plus Aimed-shot (scope type) and General To-Hit (LAM) bonus.

Essentially I cannot bring myself to completely penalize the use of attachments. That or I am sub-consciously creating my ideal of a rich-man's world where the more you spend the better the gear...

EDIT2: also took a look at the .ini's, it seems I haven't taken advantage of the last available options to change how scopes work (also by Headrock if I remember correctly). This unused option would base each additional aim click on a fraction of draw cost if fully implemented (instead of 1 AP per click). If there is demand, I could quickly knock together an alternate scope system, with lower single-shot costs (weapons.xml can still be modified in Excel en-mass). Only require one or two XML's be overwritten.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by JP'TR on Tue, 07 Sep 2010 08:29:34 GMT View Forum Message <> Reply to Message playd it now arround 15h, just a few little bugs found till now.

-adding Detonator to Claymore is still not working, u can add the Claymore to the Detonator, but in the wrong way, so its not working. -Sektor G13_B2 has a wrong entry point ouside the walkable basement, old UC bug i think. i added a room were the spawn is with the map-editor, then its fine. and a question -in the 113UCOption.INI the creatures are disabled, is there a reason for it? in original UC creatures are added on the maps. Caves are totaly empty now. greetz

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)

Page 154 of 203 ---- Generated from The Bears Pit Posted by Hairysteed on Tue, 07 Sep 2010 14:00:06 GMT View Forum Message <> Reply to Message About suppressors' penalties:

AP:s-to-fire value determines how fast you can fire single shots at one target; basically how long it takes for the firer to regain his sight picture after the weapon has recoiled. Since a suppressor certainly doesn't increase the recoil force (but on the contrary more or less acts as a muzzle brake diminishing it) or make the trigger pull any heavier the AP:-to-fire penalties on the suppressors are illogical. The wieldiness of the weapon is covered by the draw AP:s.

In fact, all added weight helps fight the recoil making follow-on shots easier although making the weapon less wieldy.

Also, why would a suppressor make a weapon less reliable? Suppressors can in fact act as heat sinks helping a barrel cool faster.

IRL there are more reasons to use a suppressor than not to. The only drawback is that it makes the weapon bulkier, therefore the only logical penalties concern draw AP and item size.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by golden on Tue, 07 Sep 2010 17:25:14 GMT View Forum Message <> Reply to Message I made a thread about it in general, but I crash every time i enter subway from the airport. Any ideas?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by golden on Tue, 07 Sep 2010 21:16:14 GMT View Forum Message <> Reply to Message someone please help, want to play don't know what to do

ok what version of ja2 do I install this over? do I need to patch to 1.06 and then 1.13??

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 07 Sep 2010 21:51:49 GMT View Forum Message <> Reply to Message

Page 155 of 203 ---- Generated from The Bears Pit Golden - What are the specifics of the version of the UC-Hybrid mod (the date based revision code please) and 1.13 ("official"/SVN, NAS, one of the various SCI's) you are running into the crash with? And to confirm, you are crashing when trying to go to the subway from A9.

If, and only if, the combination of UC Hybrid and 1.13 mods is reasonable, do you have a savegame just before the crash? scope100 - if I remember correctly you are playing the CFSS version, on the current "official"/SVN release of 1.13 right? - If so, then the dentonator issue can be fixed with the XMLEditor. - I am not aware of G13_B2 having a chronic issue with map entry. How frequent is it? I've been using the basement recruitment office to test a few things recently, so far no problems with appearing beyond the defined corridors and rooms.

Sound Suppressor Penalties: Without a set definition of what perciesly we can take from reality to give us a weapon's AP costs there is going to be disagreement. Which is ok as long as the modder is internally consistent in application. In my case, I'm thinking that the change in bulk/mass will adversly affect the overall firing of the gun, as well as draw. The problem with JA2 is that we only have the Draw (ready), and Shots/4 turns (ignoring burst and autofire for the moment). I've bundled all factors I think are worthwhile in the use of a weapon, aside from draw in to Shots/4 turns (which is of course modified by the General AP penalty under contention here).

Now that being said, I am considering that the draw impact is too low compared to the other use of weapon AP costs. Specifically the General AP penalties being imposed by the sound suppressor and grenade launchers may be too high in general, instead of the draw penalties being too low.

More so after reviewing the presently unused .ini options related to aiming and draw cost. One annoyance I've had with JA2 is that switching between targets cost the same 1 AP regardless of weapon or attachments. This is something the unused .ini options mitigates to some degree.

The Reliablity penalty: though specifics are lost in memory, probably on the forum here though, some time ago it was generally decided that in the case of some suppressors there were pressure and/or other effects thought to be detrimental to the operation of some gun. As a result in stock official JA2 1.13, the AR suppressor (renamed Intermediate Cartridge Suppressor in UC-1.13) has a -1 reliablity penalty. Some AR's have a valve that needs to be set when used with a suppressors, others do not, that's about my only research on the matter.

Anyways I've spent some time working on an alternate system for firing costs using Headrock's last published efforts to improve gun stuff in game:

- increased the shots/4 turns for all guns again by 15% (meaning guns cost 15% less to fire). - your first level of aiming costs 1/5 Draw cost (in general bigger guns cost more to start aiming) - each level of aiming cost more (diminishing returns), however the values I'm using are lower than those found in the stock .ini

Page 156 of 203 ---- Generated from The Bears Pit AP_FIRST_CLICK_AIM_SCOPE = 2 vs 4 (in original) AP_SECOND_CLICK_AIM_SCOPE = 3 vs 5 AP_THIRD_CLICK_AIM_SCOPE = 4 vs 6 AP_FOURTH_CLICK_AIM_SCOPE = 5 vs 7 AP_FIFTH_CLICK_AIM_SCOPE = 6 vs 8 AP_SIXTH_CLICK_AIM_SCOPE = 7 vs 9 AP_SEVENTH_CLICK_AIM_SCOPE = 8 vs 10 AP_EIGHTTH_CLICK_AIM_SCOPE = 9 vs 11

- cutting the pistol sound suppressor General AP penalty from 15% to 5% (leaving Draw as is). Something similar will be done to other sound suppressors. - simplified/made consistent some scope effects (ie. all 4x scopes give the same aim bonus now) - simplified the tunnel vision penalties to only 25%, 50%, 75% for low magnification sights, tactical scopes and sniper scopes respectively. So while all 4x scopes give you a aim bonus, the ones regarded as tactical scopes have 50% tunnel vision, while the ones treated as sniper scopes give 75% tunnel vision. This is something that has needed to be done for a while because other angles don't work well in JA2.

EDIT: Golden, saw you're 2nd post. I'm going to suggest starting with getting the basic Jagged Alliance 2 v.1.13 mod working first (as everything else requires that to be installed and working first). From there the install changes based on which version of UC-1.13 you are using.

EDIT2: While I remember being in agreement with the reasoning for the -1 reliablity for the IC/AR sound suppressor (well I didn't take the effort to remove it over all this time), I can see an argument to have it removed from the Hi-power Ammo suppressor: - old-fashion Battle rifles tend to be tougher weapons for these more powerful cartridges - how would the action of a bolt-action rifle be noticably affected by a sound suppressor?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by golden on Tue, 07 Sep 2010 22:00:43 GMT View Forum Message <> Reply to Message wil, i just installed UC over ja2 vanilla 1.07, it might have been crashing because i was running 1.03 going to run it now and see what happens, yes subway in the very first square you are placed in, after you get your claim ticket items. will report if it crashes again,

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 07 Sep 2010 22:06:15 GMT View Forum Message <> Reply to Message

Page 157 of 203 ---- Generated from The Bears Pit Unless you mean something different from how I am reading it, "UC over Ja2 vanilla" (doesn't matter if it is 1.03 or 1.07) means you are talking about the original Urban Chaos and not this 1.13 mod.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by golden on Tue, 07 Sep 2010 22:08:10 GMT View Forum Message <> Reply to Message ok here is what happens: it actually got to subway, but in my inventory Makarov (pistol) was an ak 47, and i couldnt load ammo. i got ganged up and ran away, came back to subway and game crashed it has to be inventory issue, because some clothes looks like ammo clips. what gives?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by golden on Tue, 07 Sep 2010 22:10:11 GMT View Forum Message <> Reply to Message oh yeah wil you are correct this is not 1.13. So let me get this straight, 1.13 is all those extra weapons and all that cool stuff? I have that, can I run UC over it?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 07 Sep 2010 22:17:53 GMT View Forum Message <> Reply to Message This project in its two current versions allows the use of the original Urban Chaos campaign (maps, story, etc..) under the 1.13 framework, with many of the options of 1.13 avaialble, including a relatively large weapons selection.

Combined Folding Stock System - allows the current "official" publically available 1.13 to run either or both of Urban Chaos and/or Diedranna Lives! (not at the same time) campaigns. This is in addition just having folding stocks in the original Jagged Alliance 2 Alrulco campaign (plus sub-mods based on the premis that Diedranna has a prime vendor for weapons, instead of the sea of equipment available in 1.13).

UC-1.13NAS - allows Warmsteel's 1.13 based "New Attachment System" mod to run the Urban Chaos campaign. Once the bugs and other issues are worked out, it will be reorganized into a Combined Folding Stock System v2 with similar campaign modes as above. Warmsteel's 1.13 is based on a newer code base than the "official" 1.13. They're still testing the next "official" 1.13 based on this code base in closed beta, though it seems coders are free to use it in their own projects.

Page 158 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Madeiner on Tue, 07 Sep 2010 22:27:50 GMT View Forum Message <> Reply to Message Just a minor bug reporting with latest non-NAS version, a KGB knife can be attached to 5.56 "heavy" magazines found in a gun depot.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Thu, 09 Sep 2010 12:30:37 GMT View Forum Message <> Reply to Message Some bugs concerning weapons: *RPKs are full auto only (should be select-fire like the AK:s) *KRISS Super V lacks 2-round burst mode *CAR-15 has both 3-round burst and full auto modes (real ones have either one depending on whether they have A2 or A3 receivers) *FAMAS F1, a .223 weapon, accepts a 5.56mm C-mag adapter instead of the .223 one

Furthermore, there are weapons that appear to be duplications of each other although with a different name (M16A4 vs. Colt M16A4, G3 vs G3A3)

Edit: Draw penalties for foregrips?! Why? They're supposed to improve handling, not impair it! :rant2:

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 09 Sep 2010 21:56:45 GMT View Forum Message <> Reply to Message Thanks Hairysteed, fixed the RPK's, KRISS, CAR-15.

Neither FAMAS in UC-113NAS can take a C-mag, though it may show up as a valid attachment in OAS viewed in the XMLEditor. Looking at the manufacture's website, it looks like I am going to have to revisit the C-Mags like I did in the end with all the scopes.

The M16A4 duplication is intentional as one of them is not buyable, but is placed in maps with the Modified M203 as a default attachment, approximating the M16/Modified M203 combo from original Urban Chaos.

I'm not sure why there is both a G3 and G3A3 in-game. When I build CFSS v2 (A.K.A. DL-113NAS and Folding Stock NAS), there are going to be a lot of duplicates as all guns, armour, and LBE's in the original 350 item slots are going to be non-buyable copies the common item slots. This way once I produce new AIM gear selection for the vanilla campaign, I don't have to replicate the work for the DL campaign.

Good point about the foregrips. Using the alternate aiming system avaialbe, where draw costs impact the cost of the first aiming click, I can go with 0 draw impact, or a very small bonus (AP

Page 159 of 203 ---- Generated from The Bears Pit reduction) to draw.

Due to starting a new game for the testing of the new AP system I haven't gotten far enough to have rifles yet, but so far pistols and SMG's seem to getting an extra shot or two over the old system.

Now comes a rather hard problem. NAS allows for multiple attachments and enforced appearance of inseparable default attachments. This in turn seems to mean the end of "built-in" attachments via the attachment's stats being applied directly to the weapon, however if OAS compatibility is desired you end up needing to keep the the "old fashion" built in attachments. Or the following options:

1) Maintaining two seperate sets of XML's one for NAS one for OAS? I've neglected OAS for a while now, but did look into how easy it would be to generate a new OAS attachments.xml from the NAS XML's. Turns out this is easy enough as I can open up the NAS XML in Excel and quickly sort for the data I need. Unfourtunatley I then have to go back and edit back in all the stats for "built-in" attachments.

2) Pseudo-OAS, basically NAS with only four "regular" attachment slots, plus some attachment slots only for use by "built-in" attachments.

3) Dropping OAS compatibility. As it is now highly probable that the next major "official" v1.13 will incorporate NAS, this option is avaialble. This is what happened to OIV compatibility when NIV became mainstream.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Thu, 09 Sep 2010 22:35:11 GMT View Forum Message <> Reply to Message When deciding whether a firearm should take a 5.56mm or .223 (they're essentially the same mag) C-mag you should consider whether the firearm takes STANAG magazines, since the C-mag is a STANAG compatible magazine. Also consider that mounting a C-mag on a bullpup rifle makes it extremely uncomfortable to shoot since it obstructs the firing hand. Firearms compatible with STANAG magazines

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by JP'TR on Fri, 10 Sep 2010 16:14:15 GMT View Forum Message <> Reply to Message just stole a "Helmet" and a "Pants" with very high Protection from a Civilian-Enemy in Sheraton. description: this is internal item only, if u find it report this bug. edit: another bug?! my game is ALLWAYS crashing back too desktop if i hurt an speakable

Page 160 of 203 ---- Generated from The Bears Pit enemy-character. It is everytime exactly crashing wenn i can hear the first scream of him because of his wounds, only way for me how it works fine is killing them fast, so that they dont have time for bloodloose.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by mtb20 on Fri, 10 Sep 2010 16:28:55 GMT View Forum Message <> Reply to Message wil473 3) Dropping OAS compatibility.

You hit the nail on the head here: NAS offers so many opportunities that i think there is no going back.It is unfortunate that the xml editing gets so boring without the new features implemented(in the Editor) but it can be done.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 12 Sep 2010 01:05:27 GMT View Forum Message <> Reply to Message scope100 - the CTD you are experiencing I think is related to the JA2.exe. I think the current code base has it fixed (NAS 0.61B, MP Beta, etc...) For what it is worth, several of the non-official JA2 v1.13 projects have this and other bugs fixed.

C-Mags on Bullpups - yup, that's why I dropped them from the two FAMAS AR's in UC-1.13NAS, but then again they were allowable attachments in the prior CFSS version of UC-1.13. Since they make one for the AUG, there is a market for fitting them to Bullpup rifles. In theory the "M4/M16" magazine should fit most STANAG bullpup mag wells.

I am thinking of the follwing exceptions, due to visible extra bits of plastic that look like they will interfere: STK SAR-21's FN F2000's

Also, while the FAMAS G2 is STANAG compatible, the F1 uses a proprietary magazines (25 rounds) and I'm presuming magazine well. The problem is, can I justify not giving it .223 C-mag compatibility in-game as I don't have a proprietary 25 round magazine specifically for it...

It is my great hope that once Headrock is ready to move on from NCTH to HAM 4.x, that the magazine system he proposed is sucessful and easy to implement...

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Sun, 12 Sep 2010 10:47:07 GMT

Page 161 of 203 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Tried googling for pictures of bullpups with beta c-mags and so far found only a FAMAS and a Bushmaster M17. Both look very uncomfortable to shoot which leads me to the conclusion that using drum magazines on bullpups is not practical unless you use the MWG 90-round magazine provided that you shoot from the right shoulder.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 12 Sep 2010 17:49:29 GMT View Forum Message <> Reply to Message Ok, I think I know how to take care of the FAMAS F1. I've figured out a way to do all of the following together:

- Add 25 round .223Rem magazine - Add 24 round 5.45x18mm Machine Pistol magazine (for OTs-23 "Drotik") - not disturb other items

How: Right now there are three .223Rem and four 5.45x18mm magazine definitions. To accomodate the 25 round FAMAS F1 magazine, I will swap the magazine definition slots between the two calibres. I'm dropping 5.45x18mm HP rounds in favour of just making this calibre only available as an AP round (this round dispite its very low power, it has a reputation as an unintentional AP round).

Results: - FAMAS F1 will not take a C-Mag adapter, but will have a proprietary magazine that is 25% bigger than the standard CAR-16/M16 magazine - FAMAS G2 will take the 5.56x45mm C-Mag adapter (along with the SA80's and 30 round AUG's, this covers the bullpup weapons in 5.56x45mm that may take the adapter) - new semi-PDW Machine Pistol for early game in the form of the OTs-32 (crap range though) - new 9x18mm (not sure if it is going to be PM, PMM or both) Machine Pistol in the form of the OTs-33 (same image as the OTs-32, basically the Stechkin APS but with underbarrell RIS)

So far I've created the BigImage for the OTs-32/33 by using the Tokarev TT-33 (by Coolberg) as a starting point. It will take some time but at the very least I'll be getting some more variety out of the existing calibres.

EDIT: a concern raised in the SCI thread about the RPO-A graphics had me doing some research. It turns out that the graphic is actually a RPO-M (not A). This actually opens up an opportunity. Right now you have the launcher with pre-attached rocket, this is the only way to achieve the unitary RPO-A. There are some inconsistencies with pricing as the launcher currently has the same value with or without the rocket attached. However since the RPO-M has a reusable firing unit, I can buy/sell the seperated components with little room for exploit. Indeed if you sell the inexpensive launcher with the round attached, you are suffering a loss. Importantly, this change requires little in the way of testing, just some new text, and a pair of graphics

Page 162 of 203 ---- Generated from The Bears Pit (modified version of Coolberg's RPO-M).

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by JP'TR on Wed, 15 Sep 2010 14:28:49 GMT View Forum Message <> Reply to Message wil473scope100 - the CTD you are experiencing I think is related to the JA2.exe. I think the current code base has it fixed (NAS 0.61B, MP Beta, etc...) For what it is worth, several of the non-official JA2 v1.13 projects have this and other bugs fixed. thanks wil but i'm still a bit confused, the link in ur signature is not the actual testing object?

Should i use Tais SCI Packs for play? are these the newest?

U guys realy should do some organisation, as an outstanding person its nearly impossible to follow whats going on here. (ofcourse also a good sign that a lot is going on but would be nice if u can tell me, should/can i update my ja2.exe on my running game (svn1227, cfss, UC113) and should i keep reporting bugs i see, or it is senseless because my version is not up2date. greetz

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 16 Sep 2010 18:42:30 GMT View Forum Message <> Reply to Message Well, my signiture leads to the version that is associated with the so-called official v1.13. The problem is, we're at a point where the official version seems to be more buggy compared to the unofficial projects. Still as someone who believes that words have meaning, I will continue to refer to the Combined Folding Stock System version as the "official" face of UC-1.13 Hybrid for v1.13 despite not working on it for a while. I should note that there has similarly been no new "official" v1.13 JA2.exe since CFSS was released; all new coding is presently in behind closed doors testing, or in unofficial side projects that have access to the new code base. This is not the first time that unofficial .exe's have been more stable than the "official" publically available .exe. I suggested one of the newer .exe's (such as that included with Tais' SCI) because it does fix the problem you ran into.

What I seem to be actively at work on is UC-1.13 for New Attachment System (Beta 0.61). Once they get around to making an "offical" version of v1.13 public with NAS capability and the bug fixes, then I'll change my signiture. (I'll have to also quickly produce a NAS enabled version of DL-1.13 and Folding Stock.)

As far as coordination: there is none, and I do not believe there is any need for it. These are all independent projects. My releases are about 20MB in size, which means I'm more inclined to

Page 163 of 203 ---- Generated from The Bears Pit upload full releases instead of patches. Tais' SCI's are "unofficial" repackagings of existing mods, with everying needed in once archive (spanned in UC-1.13NAS' case). If it were up to me, I wouldn't be uploading these big archives too frequently, but that is of course Tais' independent decision.

That being said, there is a new release being finished up right now, and I believe Tais is wanting to do a SCI of this one specifically. To help with this, my final testing will involve overwriting a SCI install with the new version and seeing how many different files are needed to get the SCI's MP-Beta .exe to run the Hybrid correctly (so far as I've been informed it is one line in one file).

As far as bug reporting, there are things in CFSS that probably are still in UC-1.13NAS. There was little feedback from that release, so by all means keep reporting.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by JP'TR on Thu, 16 Sep 2010 22:33:25 GMT View Forum Message <> Reply to Message ok thank you for this helpful overview! i think i will try to finish the game that i am running atm. maybe after this a new going with NAS and more difficult settings. buggies?: -FN 2000 has unlimited view in aim modus, but i saw this is already fixed in NAS. -Rod&Spring are addable to AR-57, but this Gun dont support Burst or Autofire. -stored the MOC-List in a Sector with all that other stuff, position is reachable, but impossible to get picked up. not in tacticelview, and per hand on the map its just not there. (good bless i have a second but maybe its a bug with the item) -so more deep iam in the game ,so more crashing by clicking the DONE Button on the Mercspawn placement. (maybe old .exe.problem too) but anyway heilcopter- or vehiclejoining or playing in window-mode let it work most of the time.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Fri, 17 Sep 2010 14:57:20 GMT View Forum Message <> Reply to Message Just a question: How come machine guns fit in combat packs but not in the sling slot?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by bipboy on Fri, 17 Sep 2010 16:13:30 GMT View Forum Message <> Reply to Message can I say the new ammo box pics in v2.6 are so much uglier than the ammo crates or the ammo box in AIM.

Page 164 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by lockie on Fri, 17 Sep 2010 16:18:15 GMT View Forum Message <> Reply to Message Quote:Poster: bipboy Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) can I say the new ammo box pics in v2.6 are so much uglier than the ammo crates or the ammo box in AIM. you can , but it's pretty damned rude !

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 18 Sep 2010 00:55:47 GMT View Forum Message <> Reply to Message The ammo box graphics do everything I want them to: convey the sense that they are retail boxes, differentiate between shogun, pistol, rifle, PDW, and AMR ammo, while still being more generic than the ones I considered using from IoV/DBB. They stay till someone supplies me with better graphics that accomplish these functions.

The LMG's fitting the combat pack but not slings is a mistake. The intention is that select bigger guns (like the bigger LMG's) cannot fit the sling but may be stored in a backpack slot. The mistake occured when I had second thoughts about the Medical/Tool Kit only fitting the backpack slot and changed it so that it combat pack slot to take one of that size. Did a quick fix, now so that size 13 (weapons only) can only fit backpacks again (or be in hand). Medical/Tool Kit now uses a different size, though on reflection, I think I unintentially set these two kits to now be slingable.

By the way, I just uploaded 2.7, though I still need to make it fully compatible with the MP-Beta that Tais is using.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Sat, 18 Sep 2010 13:28:40 GMT View Forum Message <> Reply to Message wil473The intention is that select bigger guns (like the bigger LMG's) cannot fit the sling but may be stored in a backpack slot. To me, it would make more sense the other way around. LMG:s and MMG:s have slings don't they? On the other hand I can't imagine anyone stuffing a PKM inside a backpack let alone four! :silly:

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 18 Sep 2010 23:51:55 GMT

Page 165 of 203 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Point taken. There is the option of setting aside the Really-Big-Slot Size so it cannot fit any backpack pocket (found on Backpack Items), and setting it as only available in the default Backpack LBE. Essentially if you sling one of these weapons, it takes the place of the backpack, instead of fitting in one. I tried this a long time ago, but I think there was a complication that anytime this default pocket was occupied the game thought you were wearing a backpack. Otherwise I can have extra bulky weapons fit hands only or hands and sling as you suggested.

I just got back from paintball, so I have not had time to see about Beta-MP/UC-1.13NAS 2.7 compatibility yet. Working on this as soon as I take care of another computer matter.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by bipboy on Sun, 19 Sep 2010 07:10:16 GMT View Forum Message <> Reply to Message wil473The ammo box graphics do everything I want them to: convey the sense that they are retail boxes, differentiate between shogun, pistol, rifle, PDW, and AMR ammo, while still being more generic than the ones I considered using from IoV/DBB. They stay till someone supplies me with better graphics that accomplish these functions.

maybe you could consider leaving the 5000 ammo crates alone. In case of hoarding ammo its good to have less number of items: smaller save file, stable etc.

I found Devin in C5 but his inventory is completely empty.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Sun, 19 Sep 2010 08:12:57 GMT View Forum Message <> Reply to Message I think ammo boxes of 1000 rounds that fit into backpack slots (1 per slot) would be a good compromise.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 19 Sep 2010 12:13:39 GMT View Forum Message <> Reply to Message 250 is actually a technical limitation. I preferred 500, but doing so meant that Bobby Ray's could not sort the ammo as it would not have been possible to create 500 round mag "dummy" weapons. The now (much) smaller ammo boxes are hopefully going to encourage more selling off of obsolete ammo to Tony.

Page 166 of 203 ---- Generated from The Bears Pit As far as hoarding, I do it myself for ammunition actually being used, but found the 5000 round boxes to be a unweildly. This is the reason why I decided to go with a smaller ammo box when I also decided to streamline ammunition availability to retail boxes.

Devin's inventory is related to game progress. Something should showup after you take over another city. May have to change the coolness of some items in future so it isn't so bare in games when Devin is assigned to C5 by the game.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by JP'TR on Tue, 21 Sep 2010 09:31:28 GMT View Forum Message <> Reply to Message is it possible that buy/selling-NPCs are going lost later in the Game?

Different days different times i tried to visit Tony (in C5) again, nobody there. Also i searched for the 3 Shopowners i met few days before on the casino in Redusa, seems all gone. other things, i am far in the game now and there is realy a flood of weapons/attachments/stuff and a lot of things are (for me) hard to see through and sometimes i believe in a bug.

Just a few thing: - Why does a 4x Battlescope result in so much more APs, and the 4x Reflexscope reduce APs? - some weapons are (extended versions) but u can add only deployed stock and folder stock? do u not get an extended version with adding extended Stock on the normal Weapon? - i montaged a collapsed stock on a RPK heavy MG, together with other Attachment it results in an AP cost of -1. - on other MGs i reach 7 and 10 APs, normal? - on some AssaultRifles u can reach a brust/auto penalty of 0, does that mean there is no spraying? should that be so, then? - why is there a HK MP7 PDW and MP7 MP, on one u can add a "push in" and the other the "push out stock"? just one version, with both stocks addable would do it or not? i would say the adding of "just a bit"-different versions of guns, is just to much, maybe u see it as nice feature, then ok.^^ - throwing knifes and knuckle-Dusters should be addable in the knife pocket. (maybe two little th.knifes if possible) - a seal knife is not transportable in a pocket doesnt matter how big. (only knifeslot) - in my mind i think i can remember that the two weapons handling was depending on strenghs, if not so, would that be possible? so that it can be possible to handle two SR-3 Vikhr, or other midwight SMGs, with a strong MERC? maybe some fails, then sry.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Hairysteed on Tue, 21 Sep 2010 10:34:54 GMT

Page 167 of 203 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Allow me to reply to that. Correct me if I'm wrong: scope100- Why does a 4x Battlescope result in so much more APs, and the 4x Reflexscope reduce APs? The Reflex Scope apparently represents optical sights with illuminated dots which are supposed to be used with both eyes open using the "Bindon Aiming Concept" (BAC). When the scope image isn't lined up presenting only a black ocular or the magnified image is moving too fast the illuminated aiming dot will still be visible and your brain will start focusing on the non-aiming eye and combine the aiming dot from aiming eye superimposed on the image received from the non-aiming eye. At this point the scope functions like an opaque collimator sight.

This concept works with all scopes that have illuminated reticles such as Elcan C79, Trijicon ACOG and SUSAT. The 4x Battle scope uses Elcan C79 graphics and seems to represent 4x scopes without illuminated reticles. scope100- some weapons are (extended versions) but u can add only deployed stock and folder stock? do u not get an extended version with adding extended Stock on the normal Weapon? There are extended stock versions on some smaller one-handed machine pistols to make them two-handed weapons when the stock is extended

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 21 Sep 2010 14:17:33 GMT View Forum Message <> Reply to Message Scope100:

SEAL 2000 - that's a bug, but it seems to have been fixed accidentally in the NAS version when I sat down one evening to resize everything.

Scopes - Unless the scope has the word "Reflex" in it, there will be an AP penalty. Hairysteed has explained the real-world inspiration for it. The modifiers in the CFSS version (and all but the latest 2.7 NAS version) are however somewhat inconsistent.

RPK - That one was a bug in CFSS, fixed only recently

0 Burst/AP Penalties after attachment of some attachments - balance issue, still present. I tried fixing it a long time ago by increasing the busrt/AP Penalties for all guns, but relented after some complaints about not being able to hit anything. I may try a quick and dirty fix by cutting the grip bonus from 5 down to 3. Just wait till HAM 4.0 is out of testing, then I'll really be able to do things to player's auto/burst accuracy...

Folding Stock System (Overall): - folding stocks are not an attachment that can be fit to any gun, instead it is meant to be integral. Pre-NAS (like CFSS) it was somewhat cumbersome as you had to take the stock completely off to swap modes.

Page 168 of 203 ---- Generated from The Bears Pit - you should only be allowed one stock item per gun - Machine Pistols use a different set of stock items, and will transform the base gun during the conversion merger. This was done to fix an exploit where you could dual wield extended stock MP's. This is a case of balance overriding what is physically possible in reality. - MP7 has its own folding stock set to itself as it originally was the test subject for the MP folding stock system. Later the extended stock incorporates a hand grip modifier (see in-game graphic for MP7 with everything extended). Conversion of the extended stock to collapsed stock changes it a pistol config. Also, I actually fixed the 0 Burst/Auto penalty for this one in UC-1.13NAS by increasing the Burst/Auto penalty slightly. (I belive it is 1 for the extended stock/grip version, still too low in my mind.)

Guns Akimbo (one/two handed) - is dependent on a tag set in the weapon item only and not the merc's stats. I think you are referring to the tendency of some larger/stronger merc's to fire two handed weapons with a special animation (one handed firing of a rifle). This animation does not mean that the merc can actually dual wield rifles.

EDIT: Adjustment to sizes.

Size 12 = Slingable items, but too big for Combat Pack, 1 fits in "Backpack" pocket. Application: some larger weapons when equipped with sound suppressor, Medical and Tool Kits (I'm back to the opinion that these items are too big for the combat pack, but there is nothing to stop them from being sling equipped).

New Backpack Slot = Most (if not all) back packs will have one Backpack slot replaced with one that can take the oversized weapon size(13) along with replicating the Backpack slots function, when I have time I'll create a graphic so people can tell it apart from other Backpack slots.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tag8833 on Fri, 24 Sep 2010 20:02:05 GMT View Forum Message <> Reply to Message Thank you so much for all of your work. I'm trying out your mod for the first time, and I got an assertion failure when I talk to Carmen the first time and he tries to give me the laptop.

Line 2129 in File .\NPC.cpp

NPC.C Gift Item does not exist in NPC Inventory

I installed it by doing the following: 1) Install Ja 2 Gold off my CDs to c:\JA2 2) Install JA 2 1.13.3356 which I got from this link: http://www.wmwiki.com/hosted/ja2/JA2%20Single%20Click%20Install/JA2%201.13%203356%20 exe%20SVN@1227%20Full.exe

3) Download and install to (c:\UC-Target) original Urban Chaos from this link: http://www.wmwiki.com/hosted/ja2/Mods/Urban%20Chaos%20Original/

Page 169 of 203 ---- Generated from The Bears Pit 4) rename Data subfolder in (c:\UC-Target) to Data-UC 5) Copy Data-UC to my game folder 6) Unzip 1.13 Combined folding stock system mod in my game folder Which I got from this link: http://www.esnips.com/web/ucja2113projectssStuff/

Did I maybe grab the wrong version of the original UC? Or maybe I should have copied some of the files that weren't in the data folder (like SMACKW32.DLL)?

Also, While I was at it I tried to install Deidranna Lives, but when I did the trick with the (c:\DL-Target) install it only added 2 files and no data folder. I tried copying my existing data folder from JA2 gold, and it seemed to change some files. Is that how it should be done, or did I get the wrong version of the DL installer? I got the file here: http://www.jacenter.pl/download.php?action=get&id=8

Thanks for your help.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 24 Sep 2010 21:28:05 GMT View Forum Message <> Reply to Message Tag, I did a clean install of CFSS with the resources you posted above. Carmen quest worked (the handing over of stuff) just fine. Now to go over a few points that may be helpful:

- NPC/RPC/Merc inventory should have nothing to do with the original UC files. Due to abandoning OIV, the mod is unplayable if you don't use the XML based replacement for the inventory capabilities of the old .dat file - The only Data from original Urban Chaos is the Data folder. Barring computer issues, your description for importing the Data folder looks correct. - Did you start the game via the INI Editor (being sure to set the dropdown menu's for JA2 v1.13 Executable and JA2 v1.13 Mod)? - you might want to reextract the files from the CFSS archive, be absolutely sure that all files make it from the .7zip archive into the JA2 1.13 directory.

Now the process for extracting the Diedranna Lives! data is a little bit different from that needed for UC. The DL installer requires your to point it at a valid JA2.exe. The included PDF for CFSS should elaborate on the process further.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)

Page 170 of 203 ---- Generated from The Bears Pit Posted by Toneone on Sat, 25 Sep 2010 23:35:16 GMT View Forum Message <> Reply to Message Hey wil, i came back round to look at the hybrid. Been some time since i tried it^^

But i have to ask a (maybe)dumb question, before i can even install it right i fail to locate a download for the 1.13data which is newer than the 1183 single click installer. can you help me? *pretty please*

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 25 Sep 2010 23:56:02 GMT View Forum Message <> Reply to Message Well if you are looking for a SCI, then best to go with Tais' (plus the updates as it doesn't look like a new one has been produced yet). Tais' SCI includes v1.13, a newer JA2.exe, UC, UC-1.13NAS:

1) The SCI - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=261665#Post261 665 2) The Update - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=262942#Post262 942 3) The patch (as the SCI contains a newer .exe than NAS 0.61B) - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263010#Post263 010

Still three items need to be downloaded to get up to the current 2.7 standard. Install over clean JA2 Gold in the order given above. Also, I'd like to see if the the above actually works beyond installing and game start.

Aside from the noted issue with IMP points, this should be reasonably stable. Mind you, nobody has reported getting far enough in where swimming between maps is an option (though not necessarily a good one...)

EDIT: 2.8 is in the works right now, though the changes are relatively minor.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Yoshi on Sun, 26 Sep 2010 00:39:27 GMT View Forum Message <> Reply to Message Awesome work there wil! I always loved UC, and now being able to play it with 1.13... I'm

Page 171 of 203 ---- Generated from The Bears Pit speechless Appart from the random, or maybe not that much, crashes, the mod is quite playable. I decided to start the game with a 6 IMP merc party, and one of them already died, while trying to take over Calisto Airport. Miscalculations on Iron Man mode and Experienced hurt quite a bit, heh... It's much more challenging than WF, imo.

Edit: Oh, and one more thing... What exactly are the jobs as staff on the several facilities around Danubia for?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by JP'TR on Sun, 26 Sep 2010 09:06:15 GMT View Forum Message <> Reply to Message YoshiAwesome work there wil! I always loved UC, and now being able to play it with 1.13... I'm speechless Appart from the random, or maybe not that much, crashes, the mod is quite playable. I decided to start the game with a 6 IMP merc party, and one of them already died, while trying to take over Calisto Airport. Miscalculations on Iron Man mode and Experienced hurt quite a bit, heh... It's much more challenging than WF, imo.

Edit: Oh, and one more thing... What exactly are the jobs as staff on the several facilities around Danubia for? hi, i asked me the same question long time. i mean to know now that ->"facility-staff" is supporting the repairing MERCS in the same sector, so it goes faster but cost money. ->police attachment should be for faster militia building. ->military supports faster Markmanshiptrain. ->on Calisto is something "forgot Name" whats speeding up ur Strengh Training. ->"rest" is for regeneration or pushing moral, not sure. if its wrong correct me please.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Yoshi on Sun, 26 Sep 2010 10:49:14 GMT View Forum Message <> Reply to Message Thank you for the reply! Still, isn't there an official guide for the mod?

Edit:

I got my hands on a MagPul PDR, which features the "Integral Flash/Sound moderator". How does it work? In comparison with other rifles with attached suppressors, the noise is much higher. So that got me thinking... What exactly is a flash/sound moderator? xD

Page 172 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 26 Sep 2010 15:09:45 GMT View Forum Message <> Reply to Message The facilities are modified (watered down) versions off those found in HAM. Highlights are: - Police facilities allow the training of militia in city sectors that do not have a military facility. - Airport facility gives you a bonus to overall Crepaton factory (mine) income. - Crepaton facility gives you an income bonus to that specific factory.

Integral Flash/Sound moderator is supposed to have a lower sound suppression value than a proper sound suppressor.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Yoshi on Sun, 26 Sep 2010 15:14:27 GMT View Forum Message <> Reply to Message Though ,the MagPul has a sound value of 55. Isn't that too high?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 26 Sep 2010 15:28:58 GMT View Forum Message <> Reply to Message That I am afraid is likely another EDB bug. The PDR's base volumn level is 55. The Integral Flash/Sound moderator gives a 30% volumn reduction. see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263569#Post263 569 for a similar issue found with the reload AP modifier. Unlike the reload cost display issue, there is no easy in-game way to confirm that the sound volumn is being reduced as intended.

EDIT 1: I just checked in-game, the PDR's volumn displayed is 38 not 55, so all appears working as intended with the .exe and the item definitions in the XML's.

EDIT 2: 55 volumn is not bad compared to the M4 (firing same ammunition) at 77. I looked up the Magpul's promotional material and found a few things: - Barrel is shorter than that found on the M4, 10.5 - 12.5

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Yoshi on Sun, 26 Sep 2010 15:56:53 GMT View Forum Message <> Reply to Message A choice, such as how the folding system works? Since I can't attach either sound nor flash suppressors.

Page 173 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 26 Sep 2010 16:28:06 GMT View Forum Message <> Reply to Message Included documentation has a page on the folding stock system(s). What it boils down to with NAS (and if you are seeing hte integral attachments you should be using the NAS version) is: - top slot has the stock extended, - bottom slot has the stock retracted, - no stock means gun is broken (on guns with folding stock) - all guns that can take a folding stock, should have a folding stock - when converting stock, you must click twice, 1st time to convert, 2nd time to attach

Now that I have more time to think about the Integral Flash/Sound moderator, I think you have found a NAS conversion bug Yoshi. The only explaination for the excessively low base sound value is that I neglected to bump it back up when I converted the item from the old "built-in" attachments to having those functions served by the multiple default (inseparable) attachments. Off the top of my head, I now need to check C7CT and SVU DMR's.

EDIT: examination of attack volumns revelaing some more inconsistencies. For now will be quickly fixing attack volumns to the following.

IC (5.45mm, 5.56mm, etc...) Rifles (approx 16" Barrels) = 50 Carbines (approx 14.5" Barrels) = 60 SBR ( < 14.5" Barrels) = 65

Bigger/Louder IC (7.62x39mm, 6.8mm SPC) Rifles = 60 Carbines = 70 SBR = 75

Full Power Ammo (7.62x51mm, 7.62x54mmR, etc...) Rifles = 70 Carbines = 80 SBR = 85

Rocket launchers = 100 (max per XMLEditor)

Pistols I'll worry about later.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tag8833 on Sun, 26 Sep 2010 17:05:13 GMT View Forum Message <> Reply to Message wil473,

Page 174 of 203 ---- Generated from The Bears Pit I've tried three times to do a clean install from scratch and I still get the same error at the same point.

I've tried starting from the INI editor, and by manually editing the JA.ini file.

RE: - NPC/RPC/Merc inventory should have nothing to do with the original UC files. Due to abandoning OIV, the mod is unplayable if you don't use the XML based replacement for the inventory capabilities of the old .dat file

Isn't installing 1.13 or your CFSS going to take care of this? Do I need to get something from somewhere else?

Do I need to start with something other than JA 2 gold? It worked fine to play through JA 2 1.13.

I'll try it with the SCI's that you posted above and see if that fixes it.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Yoshi on Sun, 26 Sep 2010 17:11:58 GMT View Forum Message <> Reply to Message Thank you for the quick answer wil473! I hope I was of any help by pointing the moderator issue out

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Sun, 26 Sep 2010 18:05:16 GMT View Forum Message <> Reply to Message Hey Wil, Your a swell fella, if i might say so.

Getting the mod up through a SCI was just a charm(props to Tais!). Insertion and the first subway fight went peachy, will see what the rest brings this evening.

I have some minor graphical glitches so far and i have to press R all the time to keep my mercs running. The game wont remember me using "Running" and will always assume "walking" as my speed. Furthermore i have to say that im totally unhappy with the "drop-all" setting at the beginning. I usally use it for the first two-three fights and then never again(x

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Yoshi on Sun, 26 Sep 2010 18:16:31 GMT View Forum Message <> Reply to Message

Page 175 of 203 ---- Generated from The Bears Pit Hazmat...Furthermore i have to say that im totally unhappy with the "drop-all" setting at the beginning. I usally use it for the first two-three fights and then never again(x

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 26 Sep 2010 18:59:26 GMT View Forum Message <> Reply to Message As far as I know (though I haven't bothered to keep up with .exe changes unless it causes errors) civilian factions are not affected by drop all. A long time ago I went in with the Map Editor to set some Gun Runner items to be droppable.

Otherwise, yeah I agree with you about moving the drop-all control to game start. This however seems to be the decision made by those working on the Base code. NAS 0.61B (technically the version "officially" recogmended for UC-1.13NAS) still handles drop-all the old way. Not sure what else you would be loosing by going to the earlier .exe, and it likely won't be savegame compatible (it is not going from NAS 0.61B to the SCI .exe).

EDIT: Finished with the "Rifle" cartridge based weapons, now to check the sounds for pistols. Also specialized ammo:

"Fifty's" = 90 Volumn .338 = 85 WM = 80

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Mon, 27 Sep 2010 14:01:30 GMT View Forum Message <> Reply to Message Quote:Otherwise, yeah I agree with you about moving the drop-all control to game start. This however seems to be the decision made by those working on the Base code. NAS 0.61B (technically the version "officially" recogmended for UC-1.13NAS) still handles drop-all the old way

Nah, i wont make the hustle of going back to another exe, drop all it is then. I just reduced the profit of left-click selling massive. I just fail to see the point in this decision. Moving on...

Well ive liberated Atremo, and let me tell you that i was mildly surprised to battle 45 redshirts in B10. The last guys in B9 and who ever wanted to join the party just flooded my already shoot up and meagerly equipped team. I always cherish the feeling when you realize that a garrison of 10 guys just quadrupled^^ Lucky im a master of the "up on that roof!" technique, and every merc carried like 4 loaded

Page 176 of 203 ---- Generated from The Bears Pit guns(crappy ones but still) on their person. Otherwise i would have been pretty much boned. Jubilee almost bit it, getting shot with 7 real hp(rest was bandaged) caused her to drop out and lay there the whole fight. Now and then i had to drop some guys who went after her unconscious ass. Funny

I made my way into Calisto and have cleared B13 and 14. Everythings fine so far, no crashes or glitches.

Something i noticed though, maybe already mentioned but the Magpul-PDR has no flash suppression despite its inbuilt flash/sound suppressor. At least in the description the icon shows it having muzzle flash. Is this intended, or does the icon decive me? regards

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 27 Sep 2010 16:39:40 GMT View Forum Message <> Reply to Message Ok, I think I know what is going on with the Magpul PDR. You've all taken the Gunrunner sector in Calisto, and picked up their PDR's. Unfourtunatly due to a weird issue with some multiple default attachments and the upgraded Map Editor, the Magpul is probably only showing up with the RIS Grip. Run a toolbox over one of the attachment slots (USE merger so you won't lose the toolbox doing this), that should restore the missing muzzle device.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Mon, 27 Sep 2010 18:03:43 GMT View Forum Message <> Reply to Message Yep that was the case, toolboxing fixed the gun.

Atm im trying to figure out which item im missing for the flamethrower. ive already build the ammo and attached the special cigar set, so whats missing? And when were on that branch, is there a list for the new mergers? Must be quite a few due to the mod and the newer 1.13/NAS shennanigans. regards

Page 177 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 27 Sep 2010 21:05:59 GMT View Forum Message <> Reply to Message Hazmat, Page 5 of the most recent PDF (you should have two of them due to installing the SCI first and then the 2.7 update).

Actually, there haven't been any new combo's. For complex item creation, we're still limited to the triple item merger used in UC-1.13 for the Flamethrower, and in vanilla for X-Ray detector components. Though this does give me an idea for additioan torturing of the NAS .exe, setting up a multi-item combo merger that produces something with an inseperable default... It this works, may go the way of IoV/DBB with all-up combo weapons based on triple item mergers. Just kidding, with NAS there is no need for that aside from aesthics.

Speaking of IoV/DBB, I'm in the process of modifying their MSMC. I'm not too crazy with thier colour scheme/texturing, so I am using their basic shape, but redoing all the detailing in the style of Tbird's C8's, or Marlboro Man's F2000. Simple shades of grey. If there is time tonight, I'm going to see about doing a freehand MS Paint version of the Skorpion EVO III.

EDIT: I just noticed that the section of documentation devoted to scopes is out of date. For now the revision notes at the end of the document are representative of what to expect from the scopes.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Randok on Fri, 01 Oct 2010 08:03:50 GMT View Forum Message <> Reply to Message @ wil473 I have a request to you. Can you do SCI UC+UC 1.13 Hybrid ( last, fresh with all patches ) and simplify the installation: 1.Install JA2 2.Unzip UC+UC 1.13 Hybrid to JA2 folder ... and play Thanks

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tais on Fri, 01 Oct 2010 08:41:39 GMT View Forum Message <> Reply to Message i'll make a new sci up to the newest version soon

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Randok on Fri, 01 Oct 2010 08:59:04 GMT View Forum Message <> Reply to Message

Page 178 of 203 ---- Generated from The Bears Pit Thanks Tais

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 01 Oct 2010 13:30:27 GMT View Forum Message <> Reply to Message Yes, the patch can be applied to v2.7 based on the SCI. Sorry, forgot to mention that's why the latest version is a 2.75 Patch and not a 2.8 Full (also new numbering system so I don't have to break out 3 too soon). All the files specific to either NAS 0.61 or the Beta-MP .exe's have been removed from the patch.

Until Tais produces a new SCI, the recognmended v2.75/SCI install is:

0) Jagged Alliance 2 Gold 1) The SCI - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=261665#Post261 665 2) v2.7 - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=262942#Post262 942 3) The SCI compatiblity patch (as the SCI contains a newer .exe than NAS 0.61B) - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263010#Post263 010 4) v2.75 - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=264064#Post264 064

EDIT: something I noticed with the SCI (well the last one so far with UC), when starting a new game please check to make sure both NIV and NAS are on. My test install seems to default to only NIV on.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tais on Fri, 01 Oct 2010 14:59:03 GMT View Forum Message <> Reply to Message wil473 EDIT: something I noticed with the SCI (well the last one so far with UC), when starting a new game please check to make sure both NIV and NAS are on. My test install seems to default to only NIV on. that has been fixed in newer revisions, now NIV and NAS are enabled by default

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)

Page 179 of 203 ---- Generated from The Bears Pit Posted by Wil473 on Sun, 03 Oct 2010 20:33:15 GMT View Forum Message <> Reply to Message While waiting for bug reports concerning UC-1.13NAS v1.13, I've started preliminary work on Combined Folding Stock Sytem NAS (a.k.a: UC-1.13 v3, Alrulco Folding Stock v3, DL-113 Folding Stock v3). So far I've...

Development study comparing item ordering of JA2 "vanilla," DL, and UC.

Fulfilled obligatory resorting of items into groups based on use/item class, item family, semi-alphabetical.

Filled in some missing items from the past mods: - CAR-15 Upper, M16 Upper - Colt Commando from "vanilla" - EMP Railguns from DL - AUG Carbine and parts (only new grapics added since UC-1.13NAS v2.75)

Added HE placeholders for HE ammotypes into Item slots 118-127,129. These slots are blank in "true vanilla," DL and UC. For some reason Starwalker did not use slot 128 for anything in v1.13 "vanilla." Now Starwalker, or anyone else, is there a technical reason for not using 128 when the extra magazines were added to v1.13?

The XMLEditor is being used for the inital organizational work, as it MS Excel. Oddly due to how I am laying out everything it will be easier to setup the Alrulco "prime vendor" mini-mods before I actually start filling in campaign specific slots (with copies of items sorted mostly into big continious blocks). Also NPC inventory will have to be revamped to avoid gaps caused by specific campaign ordering of items (slots 0-350). Another related task is to document in the XML's all the MERC starting items in UC-1.13NAS v2.75. This must be done to ease the transistion to v3.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by JP'TR on Sun, 03 Oct 2010 23:14:14 GMT View Forum Message <> Reply to Message Espacially for the later Gamebalance maybe it would be good to change some Money settings.

I believe if the costs of Mercs are going less, and the earned Money from Mines also, it would be better.

Costs of Weapons should stay like they are now, that would result in more difficulty of buying Weapons/Ammo/Attachments later in the game because its just no challange to buy best Ammo and Superweapons for every Merc in the mid-Game. example: Ivan 2 weeks -6.000$, Mine Calisto: +1.500$/day, Sniperrifle AWM 18.650$. would result in more gameexperience, because u have to think about the realy good stuff u want

Page 180 of 203 ---- Generated from The Bears Pit to buy for ur Mercs in my opinion. for me still the biggest Gamecrashing(in motivation) thing is the flood of stuff now. So much good things.. too much... I don't know whats possible for u in modding, but good stuff only makes happy if its rarely.

Maybe a good way would be to change things on the repairing function. OR just make the enemy droped weapons completely unrepairable. OR, if that not would be possible, staff the enemys with a limited Group of Weapons (AKs/Dragonovs) what is completely unrepairable, and make only by Enemeys not used Weapons repairable. Same for Grenades/Armor etc.

That would be my Idea for a try to fight the weaponflood, but keep the chance to find things u can use by killed enemys (specialy Rockets/Exploseives or just Water), never want to miss that, otherwise ofc the disabling of dropping would be an choice. Ofc i think it would be also an undertaking whats blowing up the work u are already doing.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 04 Oct 2010 04:50:57 GMT View Forum Message <> Reply to Message Just to clarify, scope100, you are suggesting in the begining: - Cheaper Merc's - Increased mine income Is this correct?

Before I respond further, what are your game settings? Specifically, is Drop-All enabled? Also are you using the SCI?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Mon, 04 Oct 2010 17:44:28 GMT View Forum Message <> Reply to Message Hey will, me again.

So after playing for some time im quite satisfied with the mod so far. I really like all the small changes you made here and there, aside from the overhaul.

My progress is like this

Sadly ive encountered a repeatable crash, which happens on the enemy turn during my current

Page 181 of 203 ---- Generated from The Bears Pit battle. Ive restarted numerous times, still crashes. I will revert to an earlier safe but ill upload the safe in question so you can maybe get some info out of it.

Quicksave

Also something minor, Iggy came with a big red word spelling "NADA" in his Inventory^^ Another oddity was that the Cops in C4 were not hostile to me when i first fought in the sector, only the second time round they attacked me, but only when they actually saw me. I was sitting behind one for ages without a reaction, as soon as he saw me it was Battle. Though i think thats due to 1.13 occasionally buggy civilian behavior. regards

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by JP'TR on Mon, 04 Oct 2010 19:27:59 GMT View Forum Message <> Reply to Message wil473Just to clarify, scope100, you are suggesting in the begining: - Cheaper Merc's - Increased mine income Is this correct?

Before I respond further, what are your game settings? Specifically, is Drop-All enabled? Also are you using the SCI? no, sry english is bad.

-cheaper mercs is right BUT -LESS mine income -AND LESS starting money so that stuff like good weapons/ammo is much more expensive in relationship. i'm using all default settings. only bobyray: great. difficult normal. drop-all is not enabled. sometimes they loose something. don't use SCI, i'm still in ur CFSS 20100719 playing UC113.

BUT everytime i playd JA2 i was bored by the "strong"weaponsflood, its not resulting from ur mods. that there is no misunderstood. for me that is a general gameplay problem. it just should be much more difficult/impossible that all mercs have strong weapons with all attachments and enough ammo. (happening after control ~3 mines because u have too much

Page 182 of 203 ---- Generated from The Bears Pit money, and too much stuff found from enemys) Nearly never in the Game u have to handle a normal AK, maybe only short time in the beginning. U never have to equip the AK with Rod&Spring and Refelx Visir, bec. till u have this attachments u can use much better Weapons. and thats very early in the Game. oh my english sucks, hope u understand whats my point.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 04 Oct 2010 21:26:00 GMT View Forum Message <> Reply to Message General notes: Tais has updated the SCI to UC-1.13NAS v2.75, HERE. From a clean OS, the install is just two steps: 1) install Jagged Alliance 2 Gold, 2) unpack the SCI into where you installed Jagged Alliance 2 Gold. I did take a look at it, only problem is that it looks like someone has added a new feature relating range to number of aiming clicks, this causes a warning at game start but otherwise is harmless to the mod. Not sure what this new feature is, competition to HAM 4 perhaps? scope100, I am not sure if the old v1.13 (CFSS) feature set has this or not but mine income can be globally modified by adjusting the following option in the mod's Ja2_Options.ini

MINE_INCOME_PERCENTAGE =

Also in the catagory of "may or may not be avialble for CFSS," there are two systems for caluculating game progress in v1.13. For some reason UC-1.13 ended up using an accelerated system where game progress (and weapon availablity) ramped up way too fast. This was fixed only recently.

You may want to consider a new game using UC-1.13NAS v2.75 (see also the SCI above). Steps have been taken to change the feel of the game (beyond those brought by NAS).

Hazmat, I loaded up your savegame with the SCI test install (after modifying the Merc limit). It didn't crash for me, ran a few turns without doing anything unless the enemy strayed into shot. Cleared the map this way.

Also, where did you get the FN F2000 Tactical? Your game progress is only 26/26, so that rifle as far as I remember is a bit out of zone. The other "hi-end" rifles I have a good idea of where you found them based on your visited maps (some date back to original Urban Chaos) but I'm not sure you should be seeing the F2000 with your game progress. That or I better make some adjustments when I get around to rebuilding UC-1.13 for v3.0.

EDIT: I also noticed you seem to be a fan of giving AK's RIS attachments.

Page 183 of 203 ---- Generated from The Bears Pit Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by JP'TR on Mon, 04 Oct 2010 22:27:43 GMT View Forum Message <> Reply to Message thanks wil, sounds realy good, i will try that out. can't play on that easy game, i started with, now.

Please help me ones again: If i download that "SCI UC113 NASv2.75" could i also choose to play the standart1.13 campaign with this NASv2.75? Or is this File only for UC1.13? after so much big Towns, i could need a Change. But if the newest Changes u told, are only in UC113, then i would play UC1.13 again.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Mon, 04 Oct 2010 22:41:15 GMT View Forum Message <> Reply to Message Using VFS, my projects do not modify the Data or Data-1.13 folders in any way. So as per Tais' descrption of the SCI, the Alrulco campaign should be playable. I am not sure what changes from the so-called "stock" v1.13 the SCI included version entails.

EDIT: It just occured to me, Hazmat, you hired Iggy without the game crashing? There was something about the face graphics that kept crashing the game last time I worked on the Tex replacement in M.E.R.C.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Randok on Tue, 05 Oct 2010 06:25:38 GMT View Forum Message <> Reply to Message Tais thanks for SCI.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Tue, 05 Oct 2010 11:00:53 GMT View Forum Message <> Reply to Message Hey Wil,

Quote: Hazmat, I loaded up your savegame with the SCI test install (after modifying the Merc limit). It didn't crash for me, ran a few turns without doing anything unless the enemy strayed into shot. Cleared the map this way.

Page 184 of 203 ---- Generated from The Bears Pit Strange, it still crashes for me when i load it up now. Ive already gone back to an earlier save so it dont matter much. I suspect my JA2 base instal to be somewhat faulty, cause i also had the unavoiadable lock-up during the first SAM cutscene again. And as it seems im the only one around^^

Quote:Also, where did you get the FN F2000 Tactical? Heh, heh, wouldnt you like to know?

Nah, seriously when i romped through Port Kip i was lucky enough to meet Nick Gherea in C6. Snuffed him and took his stuff, i also have a flexi vest in my stash which came from him. Just my luck nothing else.

Quote:The other "hi-end" rifles I have a good idea of where you found them Well lets not be too judgy here. Everything i have was given to me by the game, im a very nosy player and usally search everything. The 5.56 guns were build with the Car-15

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Tue, 05 Oct 2010 21:30:17 GMT View Forum Message <> Reply to Message I tried to hire Iggy as part of the initial team for a new game, game crash to desktop a few seconds after he acknowledged being in a combat zone. Hazmat, what were the conditions for Iggy when he arrived? Was it into a safe sector?

There is plenty of 6.8mm SPC available via the local sporting goods store. It is HP and a tad overpriced compared to what is availabe online. (Yes I checked while posting, 6.8mm SPC/.270 Cal/.277" is gaining popularity amonst hunters in the US.)

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Wed, 06 Oct 2010 09:18:06 GMT View Forum Message <> Reply to Message Hey Wil,

Quote:I tried to hire Iggy as part of the initial team for a new game, game crash to desktop a few seconds after he acknowledged being in a combat zone. Hazmat, what were the conditions for Iggy when he arrived? Was it into a safe sector?

Yes it was safe.

Page 185 of 203 ---- Generated from The Bears Pit I always move the drop zone to "drassen" airport as soon as i clear the first SAM. The only weird thing was that he came with a big red word spelling "NADA" in one of his combat pack slots but he had no combat pack to begin with. Maybe this caused a crash for you?

Quote:There is plenty of 6.8mm SPC available via the local sporting goods store. It is HP and a tad overpriced compared to what is availabe online.

Yeah, but i usally dont bother with HP ammo. The majority of enemys already have kevlar vests and i upped the elite percentage so spectra is already showing up more frequent.

One question though, which of these are in Kingpins faction? 1.Cops 2.Bikers in Atremo 3.Subway thugs

Thing is, Kingpin&goons were hostile to me when i entered port Kip. Not a problem as such, cause i always kill him, still i would like to know ehat triggered his hostility?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 06 Oct 2010 21:30:01 GMT View Forum Message <> Reply to Message Iggy, occupies the character slot used by Tex in v1.13. I couldn't have two Tex's running around, so that M.E.R.C. merc has been mostly used by a placeholder. At one point there was thought given to putting Tbird's self portrait graphic set there, but I think obtaining a complete sound set was the show stopper for that plan. Recently I tried to stick Iggy there as we have a complete speech set for him already in game (its even still implemented right now), but for some reason his face graphics keep crashing the game when he is part of the initial landing party. The character works just fine if I change the graphic back to Tex, or to that IMP replacement face based on Ding Chavez (Rainbow Six). For that reason, I never gave the character slot a proper set of starting gear. I will for the next version.

If someone can supply me with an original set of face graphics that "fit" Iggy's speech set, I'll figure out how to edit the M.E.R.C. descriptions again to refer to him getting plastic surgery after Alrulco.

None to 2. and 3. Some to 1. In Urban Chaos, the factions are not what they seem to be...

Kingpin's faction can look like cops and bikers but only exist in Port Kip. Aside from the player opening fire on them, basically there are only two "civilian" factions with extra triggers to go hostile

Page 186 of 203 ---- Generated from The Bears Pit in Jagged Allince 2: Hicks and Kingpin's crew. At night you will notice that gunrunners and most police (except in some Port Kip sectors) will go hostile, usually after a speech about you being an unwanted intruder. The Subway Thugs are also part of the Hicks faction, but they are triggered to go hostile by a NPC scripted to go hostile and linked to the Hicks faction. In theory, if you never encounter these NPC's (don't go into the subway) and never vist the maps this faction occurs in at night, they will never go hostile. Now I changed a few things so that Kingpin's faction is also almost certain to go hostile (which seems to be the desired outcome based on Randolph Hearst's speech when you deliver the documents).

Specific Triggers: C6 - repurposed one of the scripted "seek-out-and-go-hostile" NPC slots to be Remington, the over eager "bent" cop that had the photographer under surveillance. If you approach the photographer in the bar, Remington will see you and trigger the Kingpin faction to go hostile. There are some new plot elements littering the floor too.

D5 and D6 - Kingpin trip alarm in front of a panic button. Unless you are very sneaky, one of the Queen's troops will run and hit this panic button, setting off the trip alarm in the process.

Why I did this: Miranda/Documents Quest - it is implied that you are supposed to wipe out Kingpin's faction. This means you have to initiate the hostilities, causing a severe morale drop due to game mechanics. Otherwise you have to use cheat codes or exploit game mechanics/limits with high explosives.

Every Other Cop/Gangster in Danubia is already hostile to you

The Kingpin Quest is actually a game ender - handing over the MOC list to him (and not shooting him immedately after he pays) prevents you from finishing UC. In original Urban Chaos you lose the laptop, laptop+GDI, and diskette on each step to produce the MOC list. Indeed it is very annoying to have to find multiple diskettes (most have a random chance of appearing, with only the one on Mike being a sure thing). Then there is the issue of the laptop...

Minimal modification on the plot - I'm interpreting this all as part of the MOC list hunt. Kingpin wants it, and his goons recognize you as a threat (to the goons finding it for Kingpin). Queens' forces are only tipping them off as a favour to Kingpin. See: new plot elements littering floor in C6 and D6.

EDIT: v3 Updates - Added 10 round shotgun "magazine" definitions for the Pancor Jackhammer (DL) - Will need to add graphics for the Pancor magazines. - Going to see if I can morp Coolberg's Uzi into the Mag-7 CQB pump-action shotgun - found that ItemSlotAssign.xml for NAS features seems to be easily modified in Excel

EDIT 2: v3 Updates - Added .50AE single round ammo - Added .50AE HP ammo - Lone Eagle will now be chambered for .50AE, just like it was in the original Diedranna Lives! However it will be single shot only instead of being an implausable magazine fed modification as it

Page 187 of 203 ---- Generated from The Bears Pit was in DL. - found it was easier to do the TechnoArms Mag-7 freehand, though I did use Coolberg's Uzi for its pallette - Decided there is little to be gained from immediately rebuilding UC-1.13 for v3 base. Moreover the v3 graphic set is compatible with UC-1.13NAS v2.75. Will be working on both Alrulco based campaigns first this weekend.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tag8833 on Fri, 08 Oct 2010 18:11:20 GMT View Forum Message <> Reply to Message Wil, Thanks for all of your work. I installed using Tais's SCI, which worked flawlessly. Being this is a public beta, here are some issues I've uncovered. I sure most of them aren't tied to your code, and I'm sure you have the rest on the list, but you are looking for feedback.

1) I found a key card under the factory (E-13 Level -1) in Callisto. When I put it into my Keys it changed from a key card into a normal key.

2) When I enter the Subway from C-14 or C-13, I can't exit again. When I try to traverse, JA2 locks.

3) There is a travers from E-13 Level -1 that goes south Through the kitchen. When I try to traverse it, JA2 locks.

4) For some Reason, when I am in C-13 in tactical view, I can't go to strategic view and pick up items or traverse, because it thinks I'm in combat, even though I'm not. Also If I traverse straight through C-13, but don't stop it lets me, and when I enter C-13 none of the mercs say there are bad guys and the combat music doesn't start.

5) I can put masks and headgear into the Canteen slot. This seems odd but may be by design.

6) Silenced Pistols can't fit in gun slot, but can fit in the SMG slot. On the other hand, a silenced Colt Car-15 fits fine in the gun slot. One of those isn't right

7) Break lights take a larger slot than I would expect

I can't train or assign Malitia in B9, B10, or E13

10) when I first arrived in C-13 I found Carmen (I had already got the laptop from him in A9), when I talked to him he gave me a second laptop, and the game locked up.

11) The Tactical Tailer 3day and the Aruc still have the same big slots they always have. May be by design.

12) Throwing and Large Throwing knives don't fit in the Knife slot.

Page 188 of 203 ---- Generated from The Bears Pit With the Exception of the subway traverse error, these are all minor nitpicks and haven't decreased my enjoyment. Keep up the good work.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Friendly Fire on Fri, 08 Oct 2010 20:09:49 GMT View Forum Message <> Reply to Message The case #10 happened to me also.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 08 Oct 2010 21:29:44 GMT View Forum Message <> Reply to Message 1) That has been reported before, not sure if it is a game breaker. The only critical Key Card that I can think of, is the one that leads to the end of the game.

2) That's a new one. So basically you cannot go from one Calisto surface sector, to the Calisto underground subway station, and then go to the other Calisto surface sector?

3) There is no map south of the E13 Level -1 (Crepaton Lab). Unfourtunatly I think the kitchen is far enough south for the game to give you the option of travelling south.

4) There is a problem with a hostile civilian appearing on your first revisit to C13. Usually the civilian appears along the north end of the map (in the blind spot). Sometimes the civilian appears in the police station.

5) Yes, the "Canteen"/Belt Clip pocket, I'm treating as a hook/carbiner/binner for all sorts of stuff you should be able to hang on your belt.

6) What you are seeing is intentional, I've expanded on the weapon carrige pockets: Default Gun Sling - Most weapons fit here, suppressors should not stop a weapon from fitting (Old) Pistol Holster - Most autoloading pistols will fit here, but not with suppressor attached Revolver Holster - Revolvers fit this one, as do some autoloading pistols Combat Pistol Holster - Will fit autoloading pistols with suppressor attached SBR Shoulder Rig - Will fit some Short Barrel Rifles and Submachine guns Backpack (Heavy Weapon) - all backpacks will have one big slot, the top one, that may carry weapons set to the oversize size

7) Break Lights should fit SMG magazine slots to make up for no longer fitting the Small slot.

Downgraded a few sectors back to uncontollable urban sectors (like in original Urban Chaos). this was done in hopes of streamlining gameplay.

9) Where is nine?

Page 189 of 203 ---- Generated from The Bears Pit 10) Does Carmen actually sucessfully hand over laptop (a second time) before the game crashes? This seems to be relatively new behaviour, Carmen trying to initiate the headhunting quest twice. Prevously the quest would start up (and recognize that it is already started), despite his forced appearance in Atremo. Now from the descriptions, it sounds like he is able to start the quest when you meet him in Atremo, but when his location becomes randomized, he tries to start the quest again causing the crash. Now if the game crashes in the act of handing over the laptop (usually with a missing item error in NPC inventory error), then there is a chance of a work around where I simpily give him two of each quest item. However if you actually get a second laptop, then someone has done someting to some NPC function in the .exe.

Remember that many of the apparent differences between Alrulco and Danubia campaigns amount to a form to trickery against the game engine that the Mod Squad managed to get away with. Someone working on v1.13 may upset whatever condiditions allowed UC to be more than the Alrulco campaign with a simple facelift. SEE ALSO: charges that v1.13 is only interested in the "vanilla" Alrulco campaign.

11) Tactical Tailor 3-Day is a Combat Pack so I didn't change its pockets. Please take another look at the top big pocket on the ARUC backpack, the graphical differences are very subtle.

12) That's a bug, will fix for next time unless I decide to change the default knife slot to one that allows you to hang face items on. Related to 5, I should actually also set the throwing knives to a size that can make use of the Belt Clip slot.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by tag8833 on Fri, 08 Oct 2010 22:28:23 GMT View Forum Message <> Reply to Message wil473 2) That's a new one. So basically you cannot go from one Calisto surface sector, to the Calisto underground subway station, and then go to the other Calisto surface sector?

That is how it works for me. I'll try taking the subway to callisto and see if I can exit to the surface and let you know. Also, the strategic map shows a blank square as if there is no subway sector if that matters at all. wil4734) There is a problem with a hostile civilian appearing on your first revisit to C13. Usually the civilian appears along the north end of the map (in the blind spot). Sometimes the civilian appears in the police station. That was it. I search the whole map and never found him, but I went back for one more search, and he showed up right next to my malitia in the middle of the map. wil4737) Break Lights should fit SMG magazine slots to make up for no longer fitting the Small slot. If you made two break lights fit one cargo pocket or two per smg mag slot it would make me slightly happier, but it might not mesh with your goals for the module.

Page 190 of 203 ---- Generated from The Bears Pit wil4739) Where is nine? #9 was going to be the same as 7 except for throwing knives. I tend to do night ops, so I like most of my mercs to have 2 throwing knives and 2 break lights. That will get easier as I get better uniforms. wil47310) Does Carmen actually sucessfully hand over laptop (a second time) before the game crashes? This seems to be relatively new behaviour, Carmen trying to initiate the headhunting quest twice. Prevously the quest would start up (and recognize that it is already started), despite his forced appearance in Atremo. Now from the descriptions, it sounds like he is able to start the quest when you meet him in Atremo, but when his location becomes randomized, he tries to start the quest again causing the crash. Now if the game crashes in the act of handing over the laptop (usually with a missing item error in NPC inventory error), then there is a chance of a work around where I simpily give him two of each quest item. However if you actually get a second laptop, then someone has done someting to some NPC function in the .exe. He actually gives me the 2nd laptop, and the game doesn't have an assertion fail, it just hangs. wil47311) Tactical Tailor 3-Day is a Combat Pack so I didn't change its pockets. Please take another look at the top big pocket on the ARUC backpack, the graphical differences are very subtle. I see the graphic difference between the top pocket and the rest in the ARUC, but I haven't been able to find anything that fits in one, but not the other. Maybe some of the big sniper rifles that I haven't found yet.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Sat, 09 Oct 2010 21:18:13 GMT View Forum Message <> Reply to Message Quote:Specific Triggers: C6 - repurposed one of the scripted "seek-out-and-go-hostile" NPC slots to be Remington, the over eager "bent" cop that had the photographer under surveillance. If you approach the photographer in the bar, Remington will see you and trigger the Kingpin faction to go hostile. There are some new plot elements littering the floor too.

That was actually the thing which i liked most, or rather were i realized you did some things to smoothe the flow. The Merc who walked into the bar was almost snuffed, total sucker punch moment :crazy:

Quote:Miranda/Documents Quest - it is implied that you are supposed to wipe out Kingpin's faction. This means you have to initiate the hostilities, causing a severe morale drop due to game mechanics. Yeah, dealing with the reporter quest gave me serious morale fuckery in old UC. After i realized, or rather was told, that you can use explosives i could solve it.

Page 191 of 203 ---- Generated from The Bears Pit But i felt that the quest was not done proper, even more so after talking with the police guys. I really wanted to shot em back in ye olde game.. Nice job so far!

Have you altered the flow of the Tixa thing also? If i remember correctly it also had some dents in it. ------

Quote:4) There is a problem with a hostile civilian appearing on your first revisit to C13. Usually the civilian appears along the north end of the map (in the blind spot). Sometimes the civilian appears in the police station.

Also had this, but i can say its around since the old UC. Maybe an excess guy who cant be placed initially?

Had posted a similiar problem way back in here, in where some gunrunners in D1 magically popped into existence next to me, after i finished the fight. Seemed like excess guys due to there also beeing soldiers around. If im not utterly wrong, there is a limit to how many guys can be around in a sector.

Quote:5) Yes, the "Canteen"/Belt Clip pocket, I'm treating as a hook/carbiner/binner for all sorts of stuff you should be able to hang on your belt.

I do like that, but i also feel like a lot of gear has this slot and other items come a little short.

Quote: 7) Break Lights should fit SMG magazine slots to make up for no longer fitting the Small slot.

This kinda ties in with the previous one. Not that i use breaklights that much but i was pretty surprised by them beeing so big.

In general i have a lot of thoughts about the LBE things you made for us, in relation to general loadouts. But i cant properly put them to words right now, need some more playtime and look at late game stuff. regards

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 10 Oct 2010 18:59:17 GMT View Forum Message <> Reply to Message I'm not so sure there is more to the psychologist (Tixa) storyline/NPC's aside from some comedy. That and I'm not too sure how I could setup a trigger for a third hostile faction. In theory, without additional code work, ie. purely by editing maps and prof.dat/XML's, there can be 7 seperate hostile to the player factions, however in UC there is a lot of overlap to ensure things happen as

Page 192 of 203 ---- Generated from The Bears Pit they do.

Hicks - triggered by visiting them at night

Kingpin (faction but not scripted NPC's) - you or AI triggers hostility by treading on specific tiles.

Kingpin's assassins (Characters 140-145) - these are not bound to the kingpin faction, in "vanilla," but instead one each can be assigned to a different faction. A civilian faction will become hostile, after you encounter the character.

In Diedranna Lives! Kingpin's assassins are supposed to appear when you start the game. For some reason in DL-1.13 they appear a few hours after you land in Alrulco. Like "vanilla" they are not bound to any specific faction.

In Urban Chaos, Kingpin's assassins are used as an additional trigger to civilians set to the Hicks faction, so they will go hostile the first time you go down to the subway. The problem is I swapped the NPC in Port Kip subway with an unused NPC slot to free up the slot for Jack Remington, this actually makes it possible to go to Port Kip and not have a hostile subway encounter (as long as it is the first subway level you visit, and you have not otherwise triggered the Hicks faction). I am considering doing another NPC swap, one of the subways I think has two of the Kingpin assassin character slots in use.

Now if I knew more about scripting, then there may be other options for hostile factions in-game. Unfourtunatly I am only skilled at data entry and making do with what little skills I have elsewhere...

Glowsticks - I'm thinking they are relatively long items, approximately the size and shape of a SMG magazine, though I do see the point about being able to cram two of them into the SMG magazine pocket. The larger AR magazine pockets, which can take double SMG magazines, can fit two glowsticks. If I make them pistol magazine size, then you can cary them in the "Tiny" pockets.

If someone gets me a decent set of graphics for a carbiner/binner/hook, I'll setup mergers so that unused pocket slots in LBE's can be filled in with "belt clip" pockets. I'm still working on a base set of items for v3, and after the last reogranization, I've got space for these "upgraded" LBE's. v3 News: - Filled in some additional guns I felt were missing: AUG-A3 Carbine, and AUG-A3 9mm XS, both modified versions of Tbird94lx's original artwork in mainstream v1.13. - Bit of a setback with reoganizing ItemSlotAssign.xml, turns out I can open it in MS Excel 2003, but it won't save. I finished manually rearranging all the slots to the new item ordering last night. - I think I've figured out a way to do the multiple A.I.M. gear: 1) Urban Chaos gear 2) Item slots based on real "vanilla" item slots, I don't think they messed with the AIM inventory for Diedranna Lives! too much so this one will work in both "vanilla" and DL Alrulco campaigns.

Page 193 of 203 ---- Generated from The Bears Pit 3) Sidearm and carbines/SBR's (there's a reason I added so many of these recently). Each A.I.M. merc will have one of each plus some ammo. 4) PDW's and rifles. Each A.I.M merc will have a hi-end sidearm (usually a MP or PDW) and a full barrel length Assault Rifle or "carbine" Battle Rifle.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Sun, 10 Oct 2010 19:28:38 GMT View Forum Message <> Reply to Message Hey Wil, just a short observation i made in the game so far. Civillian factions like gunrunners and cops seem over armored to me at times. Just right now i had a female cop take 4 point blank headshots from a tricked out m4a1(Ap ammo) for a total of under 40 damage, she was just "poor". Bodyshots came to a total of 20 something damage.

I observed this numerous times during the campaign and feel its very wrong, to me at least. Soldiers fall after 2-3 shots to the body with the same gun, and they are soldiers! Guys who should actually have fighting equipment as opposed to cops who should have mundane gear. In the case of the gunrunners though i can understand it, they have good stuff on their hands. Ocassionally cops dropped their vest

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 10 Oct 2010 19:47:07 GMT View Forum Message <> Reply to Message Civilan C-18 treated EOD vests drops - this is a bug, to be fixed with UC-1.13 v3. I'm going to have to finally get around to actually flushing all items from in-map mercs. Before giving up on this idea for v2 I figured out a way; it involves loading the original Urban Chaos maps while in the "vanilla" Data folder. With the original Urban Chaos, hostile civ factions seemed a bit over armoured as well, but as I am planning on dropping the legacy map item assignments I might as well give them a more "realistic" loadout.

I am planning on releasing in the next few weeks, Combined Folding Stock System v3 (NAS), probably something specifically for dropping in over Tais' SCI. However, the initial UC-1.13 component will only be a slightly fixed up v2.75.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Sun, 10 Oct 2010 20:04:43 GMT View Forum Message <> Reply to Message Quote:With the original Urban Chaos, hostile civ factions seemed a bit over armoured as well, but

Page 194 of 203 ---- Generated from The Bears Pit as I am planning on dropping the legacy map item assignments I might as well give them a more "realistic" loadout.

I would very much appreciate that. Im fighting in Sheraton ATM and beeing stealthy is more or less impossible. As it is, its more effective to beat cops with your bare hands than shooting them with a modern assault rifle. Seems a bit silly^^ edit: I should mention that there are exceptions. Meaning, there are cops who are not over armored and die like the soldiers. Also, there is a C-18 coated EOD vest placed in one of the lockers of the Sheraton plant, might wanna erase that too. regards

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sun, 10 Oct 2010 21:55:32 GMT View Forum Message <> Reply to Message I just looked at the amount of free LBE slots I have, and there is a potential for hundreds of new LBE's with the proposed Pack Biner addon plan.

1) Some existing LBE's will have Pack Biner's added. 2) If free slots allow, there will be a maximum of two pack biner upgrade levels allowed 3) Will add a new silhouette graphic for a canteen pouch. The graphics for some leg rigs indicate a pocket that the canteen fits into, so in theory you are gaining a new small pocket of sorts. Considering how I envison sizes of the canteen vs. glow sticks, this new pocket will be able to carry three or four glow sticks.

This still means 80 or so new LBE items (Item Index 1800 will be the pack biner, 1801 and onward the upgraded LBE's). Now it is just a question of the graphics.

EDIT: v3 Updates - added the pack biner and modified LBE's. This includes some modified graphics, where I add few pixels to denote that 1 or 2 extra pack biners have been attached. I really should bug Starwalker about who did the graphics for the LBE's so I can credit them properly. - partialy sorted out the "canteen" pocket. I think I've gone too far in that it seems like an extra medium pocket... - added graphics for STAR-21 and Tavor-2, both are modified versions of the graphics from IoV. Research on these have resulting in me clearing the damaged by water tags to reflect IWI's claims of "real Over-the-Beach capability" However, the older Tavors will have integral optics, losing the RIS. Effectively they are now waterproof AUG's... - now finally onto updating the mercstartinggear.xml, should have it done by end of long weekend.

EDIT2: forgot to mention, another change to the LBE pack biner addon, leg rigs only get one

Page 195 of 203 ---- Generated from The Bears Pit upgrade, vests and packs get two, except for the one pack that only has room for one

Map item bugs: I will be building UC-1.13 v3 on the original Urban Chaos maps, except for the few I have modified significantly for plot purposes, A9, C6, D5 and D6. As long as I get the initial 350 items to match original UC, there shouldn't be any weird items in boxes and lockers.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Wed, 13 Oct 2010 11:33:10 GMT View Forum Message <> Reply to Message Hey wil, ive discovered a rather nasty bug. My 3x5Po scopes get damaged when i shot my weapons, they also tend to fall of during auto/burst fire if damaged enough. Much like a certain barrel extender^^

The strangest thing though is, that when the scopes falls of, the attached laser stays in place... its a mystery!

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Wed, 13 Oct 2010 14:14:34 GMT View Forum Message <> Reply to Message That "bug" is actually and old one I thought/hoped had gone away. In Urban Chaos the PO 3x21P uses the same item index as the barrel extender, 310. Now a long time ago in v1.13, they setup items to become damaged & fall off "only" if they give a range bonus (like the barrel extender), however I am convinced that item index is also hard coded to take damage & fall off on firing. I remember reporting this, but I doubt any action will be taken, UC is the only mod that has something other than the barrel extender in that slot.

In older versions of the mod, PO 3x21P scopes found in the maps could not be used without a merger to transform them into the real PO 3x21P (under a different item index). For v2 I decided to make the PO 3x21P indestructible by clearing the tag for the scope, expecting the scope to never take damage (and fall off) from any source. I am guess something in the .exe is ignoring the XML in this regard. Sorry I became complacent when building v2...

The fix will have to be a two part solution: 1) setup a merger again so you are never attaching item 310. Also means that someone is not going to read the item description and complain about not being able to attach PO 3x21P's, and I'll have to patiently explain that they need to use a toolbox or crowbar on the item to get the real PO 3x21P (or tersely tell them to read the item description...) This is why I wanted to use item index 310...

Page 196 of 203 ---- Generated from The Bears Pit 2) when flushing the maps for v3, I'll have to replace all occurrences of item 310 with the new PO 3x21P

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Faithless on Wed, 13 Oct 2010 21:34:31 GMT View Forum Message <> Reply to Message I just wanted to confirm that the barrel extender id is a filthy little hardcoded bugger that will just reduce status and drop the item, no matter what you do.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Wed, 13 Oct 2010 22:35:30 GMT View Forum Message <> Reply to Message Quote:I just wanted to confirm that the barrel extender id is a filthy little hardcoded bugger that will just reduce status and drop the item, no matter what you do.

Bugger....

Quote: The fix will have to be a two part solution: 1) setup a merger again so you are never attaching item 310. Also means that someone is not going to read the item description and complain about not being able to attach PO 3x21P's, and I'll have to patiently explain that they need to use a toolbox or crowbar on the item to get the real PO 3x21P (or tersely tell them to read the item description...) This is why I wanted to use item index 310...

2) when flushing the maps for v3, I'll have to replace all occurrences of item 310 with the new PO 3x21P

Heh, yeah i guess there will be the occasional question.

Well ill just try to get some western guns supplied ASAP for the time beeing. I reverted back to AK

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Thu, 14 Oct 2010 15:48:45 GMT View Forum Message <> Reply to Message Double-checked the "usual" source for small arms information and imagery, and yes, the RG6 has

Page 197 of 203 ---- Generated from The Bears Pit a sling in one picture. Guess I'll cross it off the list of so-called "cumbersome" weapons. This leaves excessively large Anti-Material Rifles, Belt-Fed LMG/GPMG's, and the M202 FLASH.

Both revolver grenade launchers will be set to size 9 (carbine size).

I took a quick look at the armours, there is only a few points of difference between Commando and Striker protection values:

Vest - Protection / Coverage / Degration Commando - 28 / 93 / 8 Striker - 29 / 95 / 11

I am actually more concerned about the Guardian Vest being so close to the Spectra vest in protection values.

Guardian - 28 / 70 / 15 Spectra - 29 / 85 / 13

There is no weight difference to account for the discreprency, but then again I decided to standardize all vest weights to 32 hg. I'll take a look at what everyone else is doing with the main sets of armour.

EDIT: Quick research report

Checked Starwalker's Data-1.13 stats, they are more or less the same as mine, including Guardian being relatively close to Spectra in protectiveness in-game. Now in real life, Spectra is reputed to be stronger, lighter and more flexible than Kevlar. Guardian Vest's in-game description mentions being made of kevlar. In-game description of Guardian Vest is that it is made of Kevlar, so this leaves the problem of how to balance in to accomodate gameplay and reality.

So this is the proposed changes to armour scheme: - Leave protection and coverage alone for the base armours - Up the weight of the Guardian armours. Also check to see how appropriate their AP penalties are, may be an increase for Guardian. If you want spectra-like protection out of a vest made of kevlar, the there will be other prices to pay - Rexamine the cost of Spectra type vests, you may be seeing a coolness and price increase here. - differentiate between Commando armours by coverage in increments of 5, so that Basic Commando has 5 coverge more than Spectra, next level takes it up to 95, and final level up to 100. At the same time, something has to be done about the Commando LBE pockets, because that is what I remember as being the big difference between the Commando Armours. The ASL and SL Commando Vests are in-game, but presently unobtainable due to not actually being different from the basic Commando in stats. I'll have to setup some kind of mergers for that.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)

Page 198 of 203 ---- Generated from The Bears Pit Posted by Toneone on Thu, 14 Oct 2010 20:25:12 GMT View Forum Message <> Reply to Message Quote:Double-checked the "usual" source for small arms information and imagery, and yes, the RG6 has a sling in one picture. Guess I'll cross it off the list of so-called "cumbersome" weapons. This leaves excessively large Anti-Material Rifles, Belt-Fed LMG/GPMG's, and the M202 FLASH.

Both revolver grenade launchers will be set to size 9 (carbine size).

Yeah, im perfectly fine with this. Though some things should be considered when you speak of "belt-fed lmg". Not all of them are extra large. The SAW-like guns are large but definitely slingable. The Ares Shrike would also fall into that size class, and some of the modern IAR

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 15 Oct 2010 04:24:10 GMT View Forum Message <> Reply to Message The items selected for the "too-big-for-a-sling" were done so mostly by gut. So definitely I was looking for feedback on the selection, though not necessarily in artwork form...

I will draw the line at someone complaining that they cannot easily swap from the Steyr AMR to a pistol without AP cost (dropping the AMR or putting it back in a backpack). Note, I am not sure if the AMR is even still available in-game.

Guess what size I'll be making sure the mortars are too (well perhaps not the commando mortar).

All C-Mag IAR type weapons should be rifle size. If not, then its a bug.

The SAW's have a dual-feed system, so I can easily add a tag which shrinks the weapon to fit the sling when the backup/quick magazine feed is in use. I still like the general idea of a belt fed weapons being somewhat cumbersome.

Speaking of dual feed, the 10 rounds you get pre-loaded in any SAW's and FN Minimi's delivered to the airport are due to the dual feed.

The two twenty round 7.62x51mm magazines are a mistake. In all likelihood, you will also find these magazines overfilled to 200/20 in map placed items.

Same thing with the 5/10 .338Lapua magazines, UC only had 5 round magazines, in v1.13 they are all 10. I'll keep an eye out for these when I sweep the maps of items (v.3 is not going to be out anytime soon).

Commando changes (for UC-1.13v3) were relatively easy, however there will be a loss of function for the initial commando upgrade:

Page 199 of 203 ---- Generated from The Bears Pit * Spectra/Dynamee Vest + Commando Upgrade = Commando Vest and Commando LBE * Commando Vest + Commando Upgrade = Commando ASL/NCO Vest and Commando LBE Upgrade (which must be merged with Commando LBE to produce the Commando ASL/NCO LBE) * Commando ASL/NCO Vest + Commando Upgrade = Commando Squad Leader and Commando LBE Upgrade

Only the Commando ASL/NCO LBE has a choice of upgrades: * Commando LBE Upgrade (again) = Commando LBE - Squad Leader (former Commando Commander LBE) * 40mm Grenade Panel = Commando LBE - Grenadier * Medic LBE Upgrade (by-product of Medic Patch + Commando ASL/NCO Vest = Commando Medic Vest) = Commando LBE - Medic * SAW Pouch = Commando LBE - LMG * MP Holster = Commando LBE - SMG

Repeat, (in v3) you will not be able to upgrade the basic Commando LBE or the Commando LBE - Squad Leader with leg rig LBE's.

Also I've cut out some pockets from the basic Commando LBE in v3. The idea is: basic LBE = not many pockets; ASL/NCO LBE = the old Commando pockets; All other Commando LBE's more pockets

Commando armour shouldn't be appearing so quickly on enemy forces as I've upped the coolness from 8 to 10.

Read somewhere the real A.L.I.C.E. Field Pack (note I'm not calling it a Combat Pack) has a pocket specifically for medical supplies. I could take things further and convert the extra weapon sling into a entrenchment tool only slot. Size 14 is presently unused because I haven't thought of anything "special" enough to use it for (right now it is the dividing line between weapons and other items). Also, since I'm increasing pressure on the supply of Commando Upgrades (2 are used up before you get a marginal improvement over other LBE), and pushing back the appearance of enemy forces with this armour, the A.L.I.C.E. first aid slot should get more use.

EDIT: page 11 now, can a mod please advise if there is still a technical need to break off a thread at 10 pages?

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Fri, 15 Oct 2010 17:19:05 GMT View Forum Message <> Reply to Message Quote:The items selected for the "too-big-for-a-sling" were done so mostly by gut. So definitely I was looking for feedback on the selection, though not necessarily in artwork form...

Sometimes i fail at beeing funny^^

Page 200 of 203 ---- Generated from The Bears Pit Quote:I will draw the line at someone complaining that they cannot easily swap from the Steyr AMR to a pistol without AP cost

I support your decision to make some guns to big, i wanna see the guy who shoulders a GPMG without beeing hindered. Same goes for large sniper/AM rifles or hand-held artillery like that chinese thing, and the big mortar.

Quote:The SAW's have a dual-feed system, so I can easily add a tag which shrinks the weapon to fit the sling when the backup/quick magazine feed is in use. I still like the general idea of a belt fed weapons being somewhat cumbersome.

What exactly does dual-feed do? I never really toyed with the SAW cause i usally end up using hybrid guns for my lmg needs. Though one thing to consider is, if youre not totally want this "belf-fed=big" to be a theme make the SAW and similar guns smaller.

This vid is ridiculous but it shows that the SAW is not as big as one would think. Mebbe add a merger to modernize the 249 and make it smaller? reeeeeeediculous!

Quote:Commando changes (for UC-1.13v3) were relatively easy, however there will be a loss of function for the initial commando upgrade:

What you describe sounds solid to me, and leaves a lot of room for customizing which is always a good thing. Upping the coolnes is a good way to go! At progress 32 i have like 20 Commando Vests already, and only like 6 were made by me.

And in that regard the med slot for the ALICE does gain purpose again, but you might want to allow other items to be attached to the slot. Like crepagen or crepaboost. more will come later^^ regards

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Fri, 15 Oct 2010 22:22:33 GMT View Forum Message <> Reply to Message Some belt-fed weapons have an option to feed from a box magazine in the event of an emergency. This is something I implemented with the mechanics behind the folding stock system (now enhanced with NAS technology).

Basically all belt fed weapons take a lot of AP's to reload. However with the FN Minimi and the

Page 201 of 203 ---- Generated from The Bears Pit FN M249 SAW PIP (the FN Minimi SPW does not have the option of being magazine fed), there is the "feed" attachment. Thanks to NAS, it has become a bit more easier to use, move the feed item to one slot and click twice (once to convert, second to attach) you get a quick reloading 30 round weapon, move it to the other slot and you have a slow to reload 200 round weapon. The conversion is AP free too.

Comparison M249 SAW PIP:

Belt feed (bottom slot) = 56 AP to reload from a 200 round belt, near impossible to reload from other sized "magazine" during a combat turn Magazine feed (top slot) = 28 AP to reload from a 30 round magazine

These numbers I actually got from your savegame Hazmat, via cheat codes and a calculator. Ignore the EDB displayed AP cost, I confirmed a while ago it is not working for Reload AP modifiers. Without the "feed" item attached magazine capacity for these FN LMG's is 10.

The exclusion used for the first aid and medical slots prevents crepaboost and regen boost from fitting the pocket. Both regen and energy boost items are considered Misc items instead of medical. v3 planning, I am going to do a push to get part one of v3 out soon. The old Folding Stock Test Mod is now called Folding Stock Alrulco (FSA). Once FSA is out, next will be DL-1.13FS v3, and then finally UC-1.13v3. The complete set of three mods and submods in one will be Combined Folding Stock System v3. All will officially be for New Attachment System, and likely for Tais SCI, despite myself not being sure of the circumstances of its existence. (Reality notwithstanding, I'm still going to think of the Beta-MP .exe as in "closed" testing untill I see a compiled version of it on the public SVN ready for install the hard way...) Hopefully CFSS v3 will be out before Headrock goes and makes the whole folding stock architecture obsolete with his proposed mechanism for making items change with a click or two (instead of merging as I've done).

This weekened I'll be closing down this thread in favour of a new one. Without any comments from a moderator about thread stability beyond ten pages, I'm going to play it safe and open up a new one when I have a free moment.

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Toneone on Fri, 15 Oct 2010 22:52:55 GMT View Forum Message <> Reply to Message Quote:Basically all belt fed weapons take a lot of AP's to reload. However with the FN Minimi and the FN M249 SAW PIP (the FN Minimi SPW does not have the option of being magazine fed), there is the "feed" attachment. Thanks to NAS, it has become a bit more easier to use, move the feed item to one slot and click twice (once to convert, second to attach) you get a quick reloading 30 round weapon, move it to the other slot and you have a slow to reload 200 round weapon. The conversion is AP free too.

Awesome! I totally failed to realize this while toying with the SAW.

Page 202 of 203 ---- Generated from The Bears Pit Quote: The exclusion used for the first aid and medical slots prevents crepaboost and regen boost from fitting the pocket. Both regen and energy boost items are considered Misc items instead of medical.

Bummer..

Quote: This weekened I'll be closing down this thread in favour of a new one. Without any comments from a moderator about thread stability beyond ten pages, I'm going to play it safe and open up a new one when I have a free moment. see ya

Subject: Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--) Posted by Wil473 on Sat, 16 Oct 2010 16:17:08 GMT View Forum Message <> Reply to Message New feedback thread HERE .

May I ask a moderator to please lock and unpin this thread.

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