Subject: IoV 920 beta 1.1 for New Attachment System Posted by HLTVpro on Fri, 26 Feb 2010 07:27:03 GMT View Forum Message <> Reply to Message Quote:920 beta-1.1 is out. this is still a test for IoV-NAS compatibility. You will still experience A LOT OF attachment compatibility issues. before you download: do not attempt to use xml editor to modify, use notepad; 920 save file will be compatible with other 920 versions. no need to start over. and use the vfs_config.iov.ini in the zip file.

[color:#FF0000]Download:[/color]

IoV 920 beta-1 :http://content.wuala.com/contents/kenkenkenken/ja2_113/ja2_1.13_mod_iov_920_beta1.7z?dl=1

Beta 1.1 (override \data\tabledata) http://www.esnips.com/web/gwja

[color:#FF0000]Installation: [/color](thank DoGod for writing this up)

For anyone interested, here are some install instructions based on my own experience with this mod. These Instructions are for the standalone version.

1.) Extract to your JA2 installation. 2a.) Fire up the INI editor. 2b.) Set the VFS to "VFS_Config.IoV_Full". This assumes you either have no desire or ability to fill in a VFS ini(like me). If you do "VFS_Config.IoV" is there for those who wish or need to customized their VFS file. 2c.) Set the executable to "ja2_3702_iov920_beta1_en", make sure it ends in EN(Unless you want Chinese, then use the one ending with CN). 2d.) Save. 3.) Launch JA2.

Notes: You should probably be running the most current version of 1.13 you can get, either Tais' SCI or via SVN. If you have no interest in or need for the Chinese exe, delete it to avoid confusion.

[color:#FF0000]Older version[/color]

919 Full SVN:

Quote:http://cos-mod.googlecode.com/svn/trunk/COS-MOD

Page 1 of 280 ---- Generated from The Bears Pit 919.7z Download Full: http://content.wuala.com/contents/kenkenkenken/ja2_113/vfs_IoV_919_Final.7z?dl=1

Included HAM 3.6 setting package.

Requires SVN1225 or later (from what i can understand the exe is based on 3561)

*OLD*915 Full

Download from MediaFire: IoV 915

****************************************************************************************

What's new in 919 final:

Enemy jam. There's a chance for enemy's weapon to jam. however this is based on a formula different from the player's and which is a simply a random chance. Enemy also curses when the gun jams.

Weapon malfunction rate indicator. A tooltip displays a weapon's approximated malfunction rate in tactical and BR interface; the more "+" signs on a weapon, the more chances it will jam and vice versa; BR displays malfunction rate when the weapon is at 100%, while under tactical interface, the tool tip displays a dynamic malfunction rate, which had put weapon's condition into consideration.

A few things that were in 919 but not mentioned:

-LBE gear that are capable of carrying ceramic plates:

-RRV can only carry a single piece instead of a pair.

-MBSS -Eagle RRV -HSGI WASATCH -HSGI WEESATCH -CIRAS -RAV 556 -RAV 762

Those two are LBE gear and Body armor in the same time. Armor inserts are default attachment.

Page 2 of 280 ---- Generated from The Bears Pit -Safariland SWAT Assault Vest -RFVC1 Flak Vest

Some new ammunitions: .44 MAG VBR armor piercing rounds(thank wolf00 for that idea), 7.62 NATO duplex, .410 bore tri-ball and so on.

Changes in 919

INCLUDED the updated STOMP 1.12. Since STOMP is so popular and it also has the option to turn off the new traits, a standalone exe is no longer neccessary - Coder, Ken*4

Loading other mod's ja2_options.ini might result in some error msg at loading screen (non-CTD type). using our .ini is recommended, all HAM 3.6 settings are enabled.

New functions: 1. new malfunction setting *experimental* - controlled by "MalfunctionRate" values in weapons.xml and IoV_Settings.ini; lower overall jam rate by decreasing the divisor in iov_settings.ini. new malfunction rate is based on each weapon's MalfunctionRate value and current condition %; rain may cause weapons to jam more; even at 100%, each time a round is being fired, there is a chance for it to jam or malfunction---if the shooter has really bad karma that is. in a nutshell, a 50% AK will jam less than a 75% AR. Quote: Ken*4: int jamChance = ( ( malfunctionRate * condition ) / malfunctionRateDivisor ) - gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * gbCurrentRainIntensity; just for example: if malfunctionrate = 10 condition = 100 divisor = 100 RainIntensity = not raining = 0

Subject: Re: DBB's Instruments of Violence mod 914

Page 3 of 280 ---- Generated from The Bears Pit Posted by HLTVpro on Fri, 26 Feb 2010 07:36:19 GMT View Forum Message <> Reply to Message Our To-Do list:

*tweaking effective range and accuracy value.

*Eliminate the last few typos and engrish... - life long campaign, need more edumacation.

*Add appropriate coolness value to more items

------

Bugs found so far:

Typo & Engrish: Fixed Buschman IDW (Bushman IDW) & Walther MPL

Tony won't accept 9x19mm Tracer 13rd, match sight and many others.

Dollar stores bartenders and tony selling accessories for $1 inappropriate attachment combinations one handed SPAS-12

Fixed Walther MPL has 18xx shots per 5 (18.xx)

Fixed Ammo Nada - done

Fixed APstoReload values on various .

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Mauser on Fri, 26 Feb 2010 08:08:35 GMT View Forum Message <> Reply to Message well that

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Randok on Fri, 26 Feb 2010 08:09:02 GMT View Forum Message <> Reply to Message

Page 4 of 280 ---- Generated from The Bears Pit Please some new place with download.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Fri, 26 Feb 2010 09:02:25 GMT View Forum Message <> Reply to Message Mauserwell that

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Fri, 26 Feb 2010 09:03:04 GMT View Forum Message <> Reply to Message what do you recommend?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by CptMoore on Fri, 26 Feb 2010 09:57:51 GMT View Forum Message <> Reply to Message mediafire is very good for uploading stuff, but why not add download to your google code page? It should have a downloads page there.

Btw, is there still inbalanced accuracy bonuses applied to weapons? Like the one viper gun having +9 accuracy even though the range is only ~200.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by tbird94lx on Fri, 26 Feb 2010 12:17:39 GMT View Forum Message <> Reply to Message accuracy and range arent all that relative within the recommended range..for example..a well built and designed PDW with range around 200 meters firing say 5.56..up to the range..could in fact be extremely accurate..hence the 9..balanced and well handled..on the other hand..getcha for instance a durable yet basically slapped together gun like older gen AK's and they are basically spray and prays..they are about as accurate as G.W Bush's S.A.T scores(he failed university multiple times before squeaking by with a c-equivalent average)

Subject: Re: DBB's Instruments of Violence mod 914 Posted by CptMoore on Fri, 26 Feb 2010 13:33:58 GMT View Forum Message <> Reply to Message Cool to know. Is there any way on converting any real live statistics to accuracy? For example the

Page 5 of 280 ---- Generated from The Bears Pit HK DMR sucks against the FN SCAR DMR/... (not sure if its still the case). I thought they should behave similar for performance since they fill the same role, the FN SCAR still having the edge since its more modular and therefore can use eastern ammo.

And what about the cost? Those spray and pray guns are way too costly compared to similar guns who have a higher accuracy. (i hope i remember that correctly). like i want a +4 accuracy ak to be 600$ cheap while the +7 ak should be +3000$.

And to compensate for the powerful and cheap vs smgs, just let the cost and availability of the ammo be a deciding factor here.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Kaerar on Fri, 26 Feb 2010 14:18:52 GMT View Forum Message <> Reply to Message Cost is almost irrelevant. If you are making it relevant then no probs but I can tell you when I play money usually isn't a problem 2 mines in. Seeing as that can be done with Chitzena and Drassen that makes the more costly stuff normal. Maybe some other way to keep them less than common. Personally I think BR's should have a randomiser on availability like Tony, just having a larger in range

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Randok on Fri, 26 Feb 2010 14:50:31 GMT View Forum Message <> Reply to Message Maybe Quote:mediafire is very good for uploading stuff

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Mauser on Fri, 26 Feb 2010 15:21:17 GMT View Forum Message <> Reply to Message HLTVMauserwell that

Subject: Re: DBB's Instruments of Violence mod 914 Posted by CptMoore on Fri, 26 Feb 2010 18:15:49 GMT View Forum Message <> Reply to Message So I'm researching abit about guns, wiki and blogs have everything.. so here are some info of what each attribute of a gun should include:

Page 6 of 280 ---- Generated from The Bears Pit Range * the ammo used is a deciding factor, calibre is firstly important then the type (MATCH/FMJ/HP). (List) * the longer the barrel, the better the ammo can use the propellent to accelerate, having a higher speed and thus flying further. (Wiki Barrel)

Accuracy * asymmetry at muzzle is tried to be avoided for better accuracy (sniper rifles have that, e.g. dragunov) * free floating barrels help avoiding outside pressure (lots of rifles have that..) * how the barrel is forged make the bullet come out more consistently (sniper have special forged barrels, like the MGs) * ammo type used (some ammo just flies differently, buckshot vs slugshot) * most accuracy however is dependent on the shooter NOT THE GUN!!!!!!!!

Damage * Speed ... depending on barrel length * Ammo Calibre, how big is it * Ammo Type, AP, HP, etc

Burst Reduction * Weight * Balance / Barrel Length * Ammo Calibre & Type

Reliability * long barrels heat less and should be more reliable

Noise * longer barrels hide the muzzle flash better

This looks more or less like COSMOD, no? Execpt of course some of the balancing of the weapons in between. And similar rifles just with different barrel lengths should have the same accuracy (like M4 and M16) but still different ranges, and a bit different damage.

The problem I see is that accuracy is so strangly used in the game... its some how an aim modifier working on every aim click you do. However the accuracy of a rifle doesn't get better the longer you aim at something... its YOUR aim that gets better. Did someone try to redo this part of the game?

Secondly, damage is actually soley dependent on the ammo used and with what force/speed it goes into the target. the rifle only defines the barrel length and therefore the speed of the round and of course the base calibre.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Fri, 26 Feb 2010 19:31:07 GMT

Page 7 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message We go deeper than that. for example the Viper M16s you mentioned above, they uses stainless steel bull barrels as i remember, they're short but well made so they could achieve sub-moa accuracy in 100 yard. that is of course not very common among short barreled rifles (SBR), but since their barrels are so short, the projectile tend to destablize sooner thus reducing effective range. reliability issue: way more than just the length of barrel. design and quality control of manufacturer is very important, besides proper usage and maintenance. for example a classic government issue 5" 1911, some philipine assembled crap is no compare to a high end Kimber I-serie. noise and muzzle flash: muzzle device also plays a big part in this. vented muzzle, flash supressor, etc. to summarize, we judge them base on their real life performance and reputations (but not rumors like AKs never jam), and slightly balance them for gameplay; those elusive ones are based on speculations.

Aim: i aggree with you on this. prolonged aiming should receive a diminishing return, meaning the first 4 aim click gets..let's say 10% bonus each, the last 4 should go 8, 6, 4, 2 or something like that. but that's not something a XML based mod can do, regretably.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Fri, 26 Feb 2010 22:56:14 GMT View Forum Message <> Reply to Message Mauser: it will not work along with other item mod, since they're all XML based; this mod works fine with sandro's STOMP and HAM, but STOMP alters imp starting gear so you may get some wierd gun in the beginning, but that can be fixed with modifying impitemchoices.xml since DBB added quadjillion ton of automatics, rifles, snipers, shotguns, one-handers and heavy weapons, it makes STOMP's gameplay much more diversed and allows each class to fulfil their role. and for the repeated machinegun question, i wish i could tell you. my guess is the high effective range. this is debateble but the way we see it, machineguns often can't compare to precision rifle on maintaining accuracy over distance but MG's effective range is often referred to effectiveness of short and long bursts over distance instead of single shot. that's why LMGs can be deadly at over 400 yards while assault rifles are not.

Page 8 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Fri, 26 Feb 2010 23:58:17 GMT View Forum Message <> Reply to Message uploaded the files to mediafire, the address is in the mainpost but just in case http://www.mediafire.com/file/yztmihzm5yr/IOV.rar

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Randok on Sat, 27 Feb 2010 08:01:55 GMT View Forum Message <> Reply to Message Thanks

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Gale_Wolf on Sat, 27 Feb 2010 12:51:05 GMT View Forum Message <> Reply to Message I have a question. How do you install this mod with mods with custom data folders (Data-RR for Renegade Republik and IIRC Data-Wildfire for Wildfire, ((I don't remember since I use goc_man's sci's)) )

Subject: Re: DBB's Instruments of Violence mod 914 Posted by usrbid on Sat, 27 Feb 2010 13:58:01 GMT View Forum Message <> Reply to Message Hi ER5013, the DBB mod overwrites the Items.xml and Weapons.xml files (and many others to the best of my knowledge). What this means that DBB will replace items and guns of other mods which might result in a different game experience, for example in WildFire the weapons have been balanced for the WildFire experience.

Other than that it is probably just a copy and paste into the active game directory, maybe other people can tell you more about how it works with the new file system management feature?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Gale_Wolf on Sat, 27 Feb 2010 14:09:30 GMT View Forum Message <> Reply to Message Hmm thanks. I'll install a new game with HAM3.6 and then put it into my RR game.

Page 9 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by Randok on Sat, 27 Feb 2010 17:40:42 GMT View Forum Message <> Reply to Message Now, I tried only JA2 1.13 SVN 1210 + DBBIOV 914. On the other did not try.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sat, 27 Feb 2010 18:07:25 GMT View Forum Message <> Reply to Message damnit, my fault. forgot to mention starting a new game is not required after either copy/paste or load the mod with VFS just wait for a day to pass in the game and BR/npcs should load the new stock. i'm not aware of how unpopular DBB series are outside china... plus i'm not very experienced with this. anyhow, that's added to the instruction.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by tbird94lx on Sat, 27 Feb 2010 18:31:35 GMT View Forum Message <> Reply to Message DBB series is very popular outside china..except for the previously mentioned buggaboos in various past threads and posts the main issues are and have always been 1:weapons coming loaded with nada because ammo type wasnt set to standard 2:the silly things enemy drops such as anime backpacks and spanish conquistador helmets 3:horrid ammo ramping up and matching of type to gun availability 4:some weapons look like dboy just slapped values on them haphazardly 5:i'd say engrish..but that never bugs me..is kinda funny actually 6:somewhat haphazard assigning of coolness to some weapons that is useless as said weapon is too early and enemy wipes you out easy compared to what you get..or weapon coolness too high and said weapon would NEVER be bought that far into the game..EX:small caliber smgs, and short range weapons that have no value over longer range ones other than they new to mod or are just prettier pictures thats bout all from me..i myself fix all the xmls for my own game..but i believe those are some of the complaints others may have

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Gale_Wolf on Sat, 27 Feb 2010 18:48:29 GMT View Forum Message <> Reply to Message

Page 10 of 280 ---- Generated from The Bears Pit Well everything works on my end. Now If only I knew the quality of all the weapons so I can change the enemygunchoice.xml accordingly. (FAL at Progress 0%? Unless the FAL was nerfed in DBB)

Also @tbird has that been fixed in 914? IF not point me to which xml's i must change. Specifically for points 1 and 3

Subject: Re: DBB's Instruments of Violence mod 914 Posted by tbird94lx on Sat, 27 Feb 2010 18:50:33 GMT View Forum Message <> Reply to Message said past threads and posts..those were always my bugaboos bout bdd-mod

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Gale_Wolf on Sat, 27 Feb 2010 18:53:07 GMT View Forum Message <> Reply to Message I know. I'm just asking if those were fixed. If not tell where to edit them to "fix" those problems. I think so far the only "problem" I've seen was the inconsistent quality of enemy gun choices. Such as the FAL being given to enemies at the start.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by tbird94lx on Sat, 27 Feb 2010 19:32:42 GMT View Forum Message <> Reply to Message ya..the fal is way too early..no 7.62x51 weapon should be available until at least 2 cities are taken imho...heck..i've gotten the M24 taking omerta on expert mode with drop all =OFF..i usually delete it immediate as a long range marksman bolt rifle with a 10x scope right off takes the challenge away immediate..heck..the numerous AK's falling all over the place in the early game and abundance of ammo dropped is kinda bothersome to me also..my machinegunner with one of those taking first drassen sector just mows down anything that comes..too easy

Subject: Re: DBB's Instruments of Violence mod 914 Posted by TheShodan on Sat, 27 Feb 2010 20:17:52 GMT View Forum Message <> Reply to Message Oh man, already stickied. I was like "where the hell did it go to" when i was looking for the thread.

Anyways I don't know if anyone else is having this issue but I think my crawling sound is corrupted, when i tell my guys to move while prone the game freezes up for a minute and then proceeds to rape my ears on resuming with a very faint but annoying high pitched sound. Anyone mind uploading me their's real quick? You can just email me it, PM me first if you are willing to

Page 11 of 280 ---- Generated from The Bears Pit lend a helping hand. I don't know if this has to do with the mod and if the mod itself uses crawling sound files from data-1.13 .

Subject: Re: DBB's Instruments of Violence mod 914 Posted by tbird94lx on Sat, 27 Feb 2010 20:36:02 GMT View Forum Message <> Reply to Message no sound issues for me..check your sound settings

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sat, 27 Feb 2010 22:59:27 GMT View Forum Message <> Reply to Message that can't be caused by this xml based mod.

------tbird: those problems are what we had planned to fix/fixed; before DBB911 i took a few days to correct the engrish problem (my head was splitting after writting some 1000 lines). i did my best writing the description til my ideas are dry... never wanna do that again. 914 shouldn't have that much of engrish anymore, give it a try. i haven't see the spanish helmet in a while, think that's fixed, ultraman schoolbag however still pops up every once in a while. it is pretty stupid, but this is arulco, their military are but a bunch of yahoos, they're mean to use whacky crap like this. but we shall fix that anyway. ammo nada, coolness value and everything else listed above is noted. you could expect some changes in the next patch.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Gale_Wolf on Sat, 27 Feb 2010 23:21:31 GMT View Forum Message <> Reply to Message Will the next patch change enemy gun choices to get better as progress goes on. (Enemies start with crap weapons and get better as game goes on) I don't want enemies to start with FAL's.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sat, 27 Feb 2010 23:29:01 GMT View Forum Message <> Reply to Message

Page 12 of 280 ---- Generated from The Bears Pit the problem with getting "good" guns too early; on the other side of this planet it's a whole different story, the chinese players care little about when do you get what gun. they (me too)prefer insane, drop-all & all items on BR as soon as you take drassen airport. most of them dont believe in going into this war zone butt ass naked, a few mercs armed with some 9mm trying to take over the country in a month. the FAL is much more balanced in dbb mod, it's heavy, bulky and it sprays bullets everywhere in ful auto, can hardly call that a good gun by today's standards, and that's how it is in the game. the AKs, they should be in the hands of two bit country's combatant, so it is in this mod. the 7.62x39mm caliber is nerfed to what it supposed to be, so the early game AKs you get from the enemy is hardly any threat. m24: the one in this mod is one of the most basic sniper rifle. without putting on the upgrade kit or other accessories, it could take more than two turns to kill one enemy with it, loading that thing in combat is a bitch too. by DBB mod's standard, well equipped means SCAR-H, AS50, auto and mortar with thermobaric shell. but i see your point. i think what we can try to set some new standards. we can give the enemy , pump-action shotguns, rusty ass semi-rifles and half a century old SMGs in the beginning.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Gale_Wolf on Sat, 27 Feb 2010 23:49:17 GMT View Forum Message <> Reply to Message I see. One last question on enemy gun choices. Is the Stg.44 really that good to be put under 100% progress?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sat, 27 Feb 2010 23:56:47 GMT View Forum Message <> Reply to Message not likely, but some weapons are not IN the normal drop table it was done on purpose, like most WWII guns can only be bought from local merchants (we converted the bartenders into antique & sci-fi gun merchants)

Page 13 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by CptMoore on Sun, 28 Feb 2010 00:27:40 GMT View Forum Message <> Reply to Message HLTVprefer insane, drop-all & all items on BR as soon as you take drassen airport. Me too.

HLTVm24: the one in this mod is one of the most basic sniper rifle. Agreed, the sniper rifle isnt very good. Though thanks to STOMP you have a dedicated sniper class.

HLTVby DBB mod's standard, well equipped means SCAR-H Thats what I find not so good, some weapons are better for no reason.. most weapons of the same class should have the same stats only differing in attachement/accessories/build in stuff. Why is the HK416 DMR rifle worse than the cheap M16 (should be other way around..)? In real life stats the SCAR-L SV 18" is worse than the HK416 20" yet the ingame stats are reversed again. There is still this balancing that is somehow done wrong for western weapons where some guns are given uber stats (mainly the vipers, colts+combined, scars, a sig or two, ). The eastern look much better, even though some of the modern eastern guns still perform as bad as their older counterparts like AK-74 vs AK-74M (not sure if thats ok in real life, but just doesnt sound very realistic that those producers still make crap). And lets not compare western to eastern ... how come a dedicated sniper rifle SVU-A has the same worse accuracy as an AUG (btw why is an AUG only 5 accuracy and like the SCAR assault rifles gets 8???).

It is a mess, someone needs to redo all accuarcy stats for all AR guns and then redo all ranges based on barrel lengths.

Now I don't care as much as it might seem from this post, I like having more guns than having them balanced.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sun, 28 Feb 2010 02:18:19 GMT View Forum Message <> Reply to Message i dare to say most accuracy values are justified based on real world facts if you're familiar with firearms you should know SCAR is the latest design with all the high tech shit and manufacture technique, according to FNH and Crane, SCAR is able to maintains sub moa accuracy at 300 yard. now on the other hand, SVD and SVU are hardly sniper rifles by today's standard, their precision is not on the same level with SCAR. Normally they shoot 2 moa, with match grade (7N14) they could barely go 1 1/4 moa, and that's if the gun is russian made, not some friday 3pm job, in good condition and well tuned; the M16 VIPERs are specially designed SBRs, to max out the performance of eugene stoner's design in close quarters. gotta pay a good deal of money for that, so of course they have uber

Page 14 of 280 ---- Generated from The Bears Pit stats. but i have to admit some of these stuff is a little rough around the edge, but "it is a mess" is hardly what i had in mind.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by lockie on Sun, 28 Feb 2010 08:33:21 GMT View Forum Message <> Reply to Message And , it's structured to Chinese tastes as HLTV says , so stop complaining it doesn't suit your tastes , go with Tbird's loadout/version of DBB mod for a more westernised weapons mod .

Subject: Re: DBB's Instruments of Violence mod 914 Posted by tbird94lx on Sun, 28 Feb 2010 10:02:27 GMT View Forum Message <> Reply to Message my tbird mod of dbb-mod is old and pedantic now..its out of date..based on 909..5 gens back..i havent updated ..i may..but a delivery date isnt available having play with 914 for the day..heres the stillr emaining issues 1:nada ammo..best fix..make all ammo types as standard..due to the wild selection of weaponry in dboys lil treasure..you'll have to to insure all dropped weapons are loaded proper 2:forgot to mention this one..hamous and vince crash the game when you try to recruit them..i've found and fixed the issue...have dboy open the editor and mercstartinggear and he'll see under the vest for each is a blank with a quality value..my fix was to give each a 5.11 vest..or to remove the quality value..thus stopping the crash 3:the M24 is a one had shot killing machine per turn..i use my dbb with stomp..so one of my imps is a sniper..he can get off a one shot kill per turn with a reload..thus making the M24 quite uber that early..the stomp settings for sniper give aim click and reload bonuses etc..so any drawbacks the M24 possesses are nullified...my sniper imp has NEVER missed a headshot with an M24 and is 85% one shot kill

P.S:you eastern players might like to have it all right now and totally overwhelm the enmy from the start..but wheres the fun in that?..takes planing thought etc out of the equation and basically makes it shooting fish inna barrel...lot of us westerners..specially us over 30-40 types..like it to progress at rate that can challenge us..thus staying tru to the stategy concept of the game..which is why i alter stuff so much in my modded version of dbb..the version of dbb i play on my computer is ALOT harder and results often in my guys being shot up and on occasion killed oooops..one more edit..the 3X sight for reddot..give it mroe tunnel vision penalty..when my imp has it..he see's 360 degrees..LOL...NO non-sci-fi scope is that good

Page 15 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by Andris on Sun, 28 Feb 2010 11:25:12 GMT View Forum Message <> Reply to Message I have not yet tried this version, Im bogged down playing with Tbirds fixed versions.

If I remember correctly, the vanilla game starts you off with a bunch of old mercs with a loadout you can buy in the local gun shop, and the only way the game stays hard and fun, is to find a balance between salvage, marketing, people skills, getting mines etc. Every time a enemy drops a gun, its like Christmas:)

1.13 didnt alter that in any way, it just expanded it in a good way, with all the options and setting it gives the player

DBB(IOV) is like a gift horse. Its free, it has good features, but it doesnt fit to the original (Western) atmosphere of JA2. The only way its fun for me is if someone nice like Tbird tweaks the xml's but even then I still have to limit myself, the way Tbird said by deleting weapons that kill the game balance in Drassen after the big counter attack.

Without xml fixes and "westernisation" its just a nice picture pack for me:(

I recently bacame a huge fan of Soviet and post Soviet weaponry, and I found the attachements and the possibility to mound them to be very inaccurate in the previous versions. I see no reason at all to limit modern AK's to Soviet attachments only, because all western external addons can be mounted with rail adapters, duct tape, tube clamps etc.

Instead of having plus 1000 weapons, I would live to have plus 200 with their real life attachments accurately implemented.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by the scorpion on Sun, 28 Feb 2010 12:02:16 GMT View Forum Message <> Reply to Message ER5013Hmm thanks. I'll install a new game with HAM3.6 and then put it into my RR game. i don't think that would work very well :bandit:

Subject: Re: DBB's Instruments of Violence mod 914 Posted by tbird94lx on Sun, 28 Feb 2010 12:25:32 GMT View Forum Message <> Reply to Message referring to andris post above about attachments etc specially on soviet etc weapons..the biggest err i've found..is..that i've seen numerous images of real soviet weapons with both the kobra..or kobra style quick aquisition devices co-mounted with a scope..pso4 6 etc etc..in dbb mod..that not possible..those old commies were ingenius bout mounting everything but the kitchen sink on thier weapons and making it standard fare...also..while watching the military channel last night...they

Page 16 of 280 ---- Generated from The Bears Pit did a segment on the isreali secret commandos..the weapons systems used thruout thier history etc...seems i've..and the game..have undersetimated the tavor and galil series..and way over estimated the early ak series..in terms of accuracy for the ak's..the ak is considered the least accurate ever created..yet the most reliable/robust..no accuracy bonus whatsoever should be attributed to the early ak's ingame on the topic of accuracy...NO assault rifle ingame should be above 5..5 being reserved for units such as the C7..the scars..guns of those ilk..would make sense to start at a low base of say -3 for older ak's..moving up to say -2 for midlife aks..-1 for early AR's...to 0 for current ak's and modern smg's..you get the idea..for one..it would balance things out a touch more..also..would help to remove the uber headshot ability of ones imps or mercs that take them quickly thru a game without much challenge..top accuracy should be reserved for bolt action polymer stock modern mid-range to long range marksman and sniper rifles..nothing going over 10 ..from my looking over pages and pages site after site..seems the hecate is the worlds most accurate sniper rifle..i would set that as th top line of 10 and work my way down to perhaps a 6 for the ..well..i'm just tossing out ideas here..give it some thought

PS:scopes/sights etc should give an accuracy bonus when attached..example..give the pso4 a +2 so when attached to the older aks raises it from -3 to -1..a schmitt and bender is worthy of a plus 4..ultimate scope worthy of a plus 5..you get the picture..because in fact..you DO become more accurate when you are sighting a target thru a scope

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Gale_Wolf on Sun, 28 Feb 2010 12:52:57 GMT View Forum Message <> Reply to Message the scorpionER5013Hmm thanks. I'll install a new game with HAM3.6 and then put it into my RR game. i don't think that would work very well :bandit:

I have a separate installation of RR without HAM and I don't plan on adding HAM 3.6 into that.

My final gripe with this mod is that the IMP's already start out with amazing guns. (Someone started with an M16 Viper and someone else started with some pretty good M16 derivative) It's easy to fix with some changes in the .xml editor but it's still something to speak about

Hey, I like this mod don't get discouraged.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by CptMoore on Sun, 28 Feb 2010 12:55:09 GMT View Forum Message <> Reply to Message HLTVif you're familiar with firearms you should know SCAR is the latest design with all the high tech shit and manufacture technique

Page 17 of 280 ---- Generated from The Bears Pit same goes for modern HKs, or for that fact all modern rifles... aluminim casings, cold forged barrels, rails, modability, accurized barrels. SF use SCAR because it can exchange between calibers of eastern nations, hence more flexibility. HK's goal was to be deployed in regular armies where supply of a certain calibre is garantueed and familiarity with current ARs are required. I don't think the performance of the SCAR is superior to any other AR, no facts I have found are comparable or neutral to say it is...

HLTVaccording to FNH and Crane, SCAR is able to maintains sub moa accuracy at 300 yard. They claim 0.25 MOA at 300m when the barrel gets preinstalled, and when the barrel gets changed the gun still makes 1.0 MOA at 300m. Some claim that the HK417 12" gets sub-MOA groups out to 500m. Then others claim sub-MOA for SCAR too at 500m. My point is.. that gun or these guns are better is irrelevant, I think modern weapons are all the same in terms of ballistic performance and all differences posted on the internet is just marketing at its finest.

HLTVnow on the other hand, SVD and SVU are hardly sniper rifles by today's standard Agreed wiki sources say the SVD is a DMR, since it is used in normal infantry squads that definition makes sense. SVD should be put out of the sniper rifle then to make it clear to people like me, or maybe put all DMR rifles into the sniper section, including the SVA-A.

HLTVNormally they shoot 2 moa, with match grade (7N14) they could barely go 1 1/4 moa. Actually it says with match grade ammo it will never go over 1.24 MOA (extreme) at 300m for 5groups with a 240mm twist rate for the barrel and it will never go over 1.04 MOA (extreme) at 300m for 5groups with a 320mm twist rate for the barrel. The M110, the semi-automatic sniper rifle on the western side, only achieves 1.27 MOA (extreme) too. And no I still don't think the SCAR is measurable superior to either the M110 or the Dragunov. The reason SCAR is taking over from M110 is that parts can be interchanged between the AR and SV variants making production cheaper and repairs on field easier/cheaper.

HLTVthe M16 VIPERs are specially designed SBRs, to max out the performance of eugene stoner's design in close quarters. gotta pay a good deal of money for that, so of course they have uber stats. After reading a bit, there are barrels that are "standard" and "accurized". So give Vipers a accuracy of 7 instead of 6. Give any weapons without "accurized" barrels a 6 and everyone else a 7 in the AR class. Give old AK

HLTVbut i have to admit some of these stuff is a little rough around the edge, but "it is a mess" is hardly what i had in mind. It is messed up, since the data on the internet itself is messed up. With all the marketing stuff, and false or true claims on forums, blogs etc... you really cant be sure.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by the scorpion on Sun, 28 Feb 2010 13:08:12 GMT View Forum Message <> Reply to Message ER5013the scorpionER5013Hmm thanks. I'll install a new game with HAM3.6 and then put it into my RR game.

Page 18 of 280 ---- Generated from The Bears Pit i don't think that would work very well :bandit:

I have a separate installation of RR without HAM and I don't plan on adding HAM 3.6 into that.

Good. I misunderstood. was afraid you'd crash your game with incompatible mods as to accuracy: I think the problem is very simple: reality's MOA value for accuracy is in ja2 represented by two distinct values: effective range and accuracy.

The former being the more important one and the latter... well... usually matters little as soon as you have a simple laser scope installed. But the problem isn't really a problem, it's just that due to tooltips and edb, players now see accuracy values and get confused because everybody interprets someting else in these values. No wonder the vanilla devs ultimately dropped this idea.

Personally, i'd say most of real-life MOA values should be represented by the effetive range value. Then, the accuracy value, inside the weapons' effective range, determines better made weapons over lesser weapons. E.g. a Sig p210 may not have much more effective range than another 9mm Pistol, but you can give it a higher accuracy value due to its inherent quality. But that's up to taste. What i find stupid though is giving sniper rifles generally higher accuracy values than other weapons. A gepard or Barrett at their max effective range are completely inaccurate, that's why you aim for vehicles with those things, not for persons. Their massive CTH due to effective range and attachments is easily enough, no need for another bonus there. But then again, the game's mechanic here isn't intuitive to some players. Might be one of the reasons that in DoM, you only get a weapon's accuracy, not an effective rnage value. what i always wanted to test but keep forgetting is if a weapon that has a negative to hit bonus (to hit penalty) and a "best laser range" if that best laser range also works for negative values.

That way, a gun with specific behaviour for example decent accuracy at close range but soon loss accuracy at higher, could be modeled better.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Mon, 01 Mar 2010 05:54:56 GMT View Forum Message <> Reply to Message i typed a really really long reply during the maintenance and lost it : ( well here we go again. tibrd: thx for the feedback again, to begin with, there will be a global nerf on accuracy in the next patch, and then a little more tweak here and there. anyway, we shall revamp the accuracy values. my suggestion (still debating over it) was to put the most accurate weapon at 0 accuracy, meaning very little variation within effective range (cheytac m200 for example). the rest will be negative, for example some ak47s you found buried in a freaking rice paddy, will have huge variation so we're

Page 19 of 280 ---- Generated from The Bears Pit looking at a -8 on accuracy. if you assembled some kickass SBR that sports sub-moa accuracy within 100 yard but it's only effective out to 200, it will have -1 accuracy and 20 range, it make sense, since effective range gives such a big bonus to CtH already, like scorpion just said, accuracy shouldn't add on top of that. cptmoore: the debate on SVD's accuracy could go on for a week, because everyone go on google and wikipedia and compare their search results, in the eastern world tho, in countries that has license to produce their copy, it's almost like well known fact that SVD is not quite accurate, the copies could be even worse. special police forces in china often adopted commercial product, SSG 3000 is in the spot light recently. also i disagree with every "modern" weapon is well designed and produced. it's far from that; if you compare SCAR to civillian high-end custom AR assembled from parts, maybe you dont see too big of a difference, but government issues? anyhow, i get what you mean, im sure we'll work it out.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Mon, 01 Mar 2010 08:41:02 GMT View Forum Message <> Reply to Message i also suggested that along with standardizing accuracy, the "effective range" should be capped to 40 on all small arms without additional , to get beyond that you'll have to use different scopes to "unlock" the weapon's potential range. each level of magnifying power gives an effective range boost, in percentage of the gun's own range. for example an ACOG gives 25% range boost, that's a +5 for an SBR with 20 range, +10 for a with 40 range. if anyone knows how to set up for giving dynamic bonus to different class or caliber of weapon, that would be great, otherwise weapon with really long range will have to have higher base value. along with that, give and lasers aiming bonus instead of accuracy bonus. afterall if the gun is off lasers and are not gonna fix that, they only help the shooter with aiming.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by wolf00 on Mon, 01 Mar 2010 20:22:09 GMT View Forum Message <> Reply to Message traper 94 lever action rifle unloading nada ammo,dp 27 lmg unloading nada ammo ....bt my first experinece on dbb is dated to ver 5*** .... some files from ja2 dom can be awesome in dbb mod ...

Page 20 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by the scorpion on Mon, 01 Mar 2010 20:35:46 GMT View Forum Message <> Reply to Message HLTVi also suggested that along with standardizing accuracy, the "effective range" should be capped to 40 on all small arms without additional optics, to get beyond that you'll have to use different scopes to "unlock" the weapon's potential range. each level of magnifying power gives an effective range boost, in percentage of the gun's own range. for example an ACOG gives 25% range boost, that's a +5 for an SBR with 20 range, +10 for a battle rifle with 40 range. if anyone knows how to set up for giving dynamic bonus to different class or caliber of weapon, that would be great, otherwise weapon with really long range will have to have higher base value. along with that, give bipod and lasers aiming bonus instead of accuracy bonus. afterall if the gun is off lasers and bipods are not gonna fix that, they only help the shooter with aiming.

Many good ideas there. Playing around with weapon bonuses and attachment bonuses may help getting closer to a nicely playable balancing.

Dynamic bonus to caliber you can try assigining the bonus to the items. That means regardless of the gun unse, you get a certain bonus. That bonus however woudl always be the same, not really dynamic

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Mon, 01 Mar 2010 22:15:28 GMT View Forum Message <> Reply to Message that's not what i want then.

------enlight me on how to fix all the nada problem....should i set all ammo "standard issue"? no side effect on that one?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Mon, 01 Mar 2010 22:18:26 GMT View Forum Message <> Reply to Message that's right. we've been longing for 1.13 to adopt DOM's aimed burst function, that will make our items much more balanced in game

Page 21 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by the scorpion on Mon, 01 Mar 2010 22:23:40 GMT View Forum Message <> Reply to Message let alone Dom's fire at multiple targets function. And Dom's "go prone anywhere" function. The latter being also useful for weapons with bipod bonuses or default bipods or stuff like that. Oh well...

Subject: Re: DBB's Instruments of Violence mod 914 Posted by analogx on Tue, 02 Mar 2010 06:59:24 GMT View Forum Message <> Reply to Message I love the previous incarnations of this mod and am overjoyed to read that most of the Engrish has been fixed as well as a few other things. Was tired of going through each and every description myself for every update.

I do have a few problems with a couple of items.

1) .44 magnum rounds have no standard ammunition type. Don't know how it works in the real world, but I believe they make more than Match and JHP in .44 mag. If I recall correctly, there used to be more ammo types in .44 mag.

2) Shotguns, specifically the clipless kind seem to take an unrealistic amount of ap to reload. For example, the SPAS-12 takes 72 AP PER round to reload. Not 72 AP to reload the whole gun. A turn is what? 10 seconds or so? Maybe 6? I'm no gun expert, but I think I could stuff in more than one round in 6 seconds. Additionally, the Jackhammer shows as needing 96 AP to reload. What is going on here? The street sweeper (Armsel Striker) sure, if you've seen the actual gun, the drum on it is non-removable and all 20 rounds have to be put in individually, but the Jackhammer has a casette of preloaded rounds, you just pop the old one out and put in a new one.

I'll add more as soon as I find them. But so far I'm loving it.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by TheShodan on Tue, 02 Mar 2010 19:44:47 GMT View Forum Message <> Reply to Message So, some bugs I found. Both are hilarious.

Oh god photobucket has terrible compression.

Subject: Re: DBB's Instruments of Violence mod 914

Page 22 of 280 ---- Generated from The Bears Pit Posted by DepressivesBrot on Tue, 02 Mar 2010 20:46:58 GMT View Forum Message <> Reply to Message It would help to know what you did before you took the second picture. I will describe what the common reason is: Assuming you fought in B13, one or more bad guys escaped and fled to C13. The game's inability to handle multiple battles at the same time leads to the situation shown above. If you haven't done already, just go into tactical view in C13 and the militia will take care of the problem.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by tbird94lx on Tue, 02 Mar 2010 20:50:32 GMT View Forum Message <> Reply to Message i'm currently working on TBirdModV2:The Culling and will be fixing the ammo issues..ridding the package of silly stuff..rebalanced attachemtns and weapons as best i can...am about half way done so expect within one business week from...NOW

PS:my mod is contained within the confines of the data-1.13/tabledata folder and makes no alterations to the dbb exe's and such as i personally dont use them

Subject: Re: DBB's Instruments of Violence mod 914 Posted by wolf00 on Tue, 02 Mar 2010 21:39:43 GMT View Forum Message <> Reply to Message traper 94 l.a.r & dp 27 lmg... nada ammo when you pick up these guns from dead emeny body... you can can see on ground gun but no spare magazine... 20 have same problems....

Subject: Re: DBB's Instruments of Violence mod 914 Posted by tbird94lx on Tue, 02 Mar 2010 21:53:19 GMT View Forum Message <> Reply to Message tbs has noticed the dp27 loaded with .40..so that'll eventually be fixed by them..i'm gonna fix everything that bugs me and share it with the peons...errr..BP members

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Mauser on Tue, 02 Mar 2010 21:59:27 GMT View Forum Message <> Reply to Message btw. can anybody here tell WHAT kind of changes the DBB exe actually has? what

Page 23 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by wolf00 on Tue, 02 Mar 2010 22:00:20 GMT View Forum Message <> Reply to Message Tbird94lxtbs has noticed the dp27 loaded with .40..so that'll eventually be fixed by them..i'm gonna fix everything that bugs me and share it with the peons...errr..BP members in my 914 dp 27 have ammo icon in grey color ...

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Tue, 02 Mar 2010 23:52:20 GMT View Forum Message <> Reply to Message it's in the main post, in case you haven't read it, dbb's exe reduces night time visual range to 1/3 of day time, that's it, nothing else, that's why i stated in the main post, the fact that iov's exe is optional.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Tue, 02 Mar 2010 23:59:30 GMT View Forum Message <> Reply to Message thanks for the feedback reloading: i'm pretty sure the shotgun problem is a ammo type/value setting mistake.

.44: we never made FMJ .44 mag, but we really should. might add that in the next patch.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Wed, 03 Mar 2010 00:16:22 GMT View Forum Message <> Reply to Message i have already posted the MPL ap bug (it's missing a decimal), but thanks anyway. and the engrish problem, noted. as for the second problem, i'm not sure if that's related to this item pack.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Wed, 03 Mar 2010 04:10:12 GMT View Forum Message <> Reply to Message

Page 24 of 280 ---- Generated from The Bears Pit dboy's been experimenting on the shotgun reloading issue Analogx stated above, and it seems the JA2 program is bugged out on this one. ammo without "swapclip" setting (tube loading shotgun/internal magazine rifles for examle) has a very wierd formula to calculate AP cost: M870 for example, setting to 72 (which makes it 12APs to load one shell), will allow character to use 72 APs to reload the whole 6 rounds, however loading one round costs 17 APs and loading 2 rounds will cost 76APs...WTF? any 1.13 coders here care to explain why?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Starwalker on Wed, 03 Mar 2010 07:53:37 GMT View Forum Message <> Reply to Message I am not a coder, but I talked to ChrisL when this was implemented.

Reloading a gun shell by shell does have a base cost for opening and closing the gun for loading purposes (16AP for most shotguns, found as the 'Reload'-value in the XML), and a cost per each single shell (8AP per shell, this value is found in APBPConstants.ini).

So actually it should cost 24AP to load a single shell, and for the M870 (7-round capacity) it should cost 72AP to get it fully loaded.

So values of 17 and 76 look off the scale. Did the DBB-guys touch the reload values in weapons.xml and APBPConstants.ini?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Starwalker on Wed, 03 Mar 2010 08:00:52 GMT View Forum Message <> Reply to Message analogx2) Shotguns, specifically the clipless kind seem to take an unrealistic amount of ap to reload. For example, the SPAS-12 takes 72 AP PER round to reload. Not 72 AP to reload the whole gun. A turn is what? 10 seconds or so? Maybe 6? I'm no gun expert, but I think I could stuff in more than one round in 6 seconds. Additionally, the Jackhammer shows as needing 96 AP to reload. What is going on here? The street sweeper (Armsel Striker) sure, if you've seen the actual gun, the drum on it is non-removable and all 20 rounds have to be put in individually, but the Jackhammer has a casette of preloaded rounds, you just pop the old one out and put in a new one.

What is the 'Reload'-value in DBB's weapons.xml for the SPAS-12? In basic 1.13 it is 16, as the base cost for the shell-by-shell reload system (explained in my post above).

BTW, a turn is considered to be about 5 seconds (says the German JA2 manual).

Page 25 of 280 ---- Generated from The Bears Pit The Jackhammer should indeed be considered magazine-fed and reloading handled that way (in basic 1.13, it is marked as magazine-fed with 40AP to reload).

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Wed, 03 Mar 2010 16:22:27 GMT View Forum Message <> Reply to Message 915 is out with various fixes mentioned above. Check SVN download in mainpost. consider this patch a quick-fix, my effective range tweak mentioned above is still in progress. again, you dont need to restart your game for them to take effect.

Patchnote: Quote: tweaked certain reloadAP values; modified some weapons' ubCoolness values and ENEMYCHOICE so they dont make it into the game so early; set certain ammos to standardissue, this may fix the NADA problem once and for all; slightly nerfed full-power rifle rounds' dmg; lowered some attachments' and match ammo's CtH bonus; added 2 mysterious items and replaced Vietcong strawhat, Spanish helmet and ultraman schoolbag with something less useless. (hint: something related to british SAS)

Subject: Re: DBB's Instruments of Violence mod 914 Posted by CptMoore on Wed, 03 Mar 2010 16:35:20 GMT View Forum Message <> Reply to Message HLTVconsider this patch a quick-fix.

Why is the Dragunov not the best sniper rifle?????? just j/k

But I see 3 updated and 4 newly added item pictures, but patchnote says 2 new and 3 updated.

Subject: Re: DBB's Instruments of Violence mod 914

Page 26 of 280 ---- Generated from The Bears Pit Posted by Randok on Wed, 03 Mar 2010 16:41:24 GMT View Forum Message <> Reply to Message Will be 915 in Mediafire?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Thu, 04 Mar 2010 06:23:37 GMT View Forum Message <> Reply to Message i'll will put them on there soon...been busy during the day.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Thu, 04 Mar 2010 06:57:43 GMT View Forum Message <> Reply to Message these mysterious files are actually our super virus which is a crucial component of Operation AsianInvasion. anyhow. i'm not quite familiar with SVN (besides downloading with it) so i'll put the full version up there on mediafire instead of making a patch. here it is.

Instruments of Violence 915

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Randok on Thu, 04 Mar 2010 07:18:15 GMT View Forum Message <> Reply to Message Thanks but when I unzip I have: Data-IoV/Sounds/Weapons/10/10MMIDWBURST18.ogg is demaged

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Fri, 05 Mar 2010 03:29:20 GMT View Forum Message <> Reply to Message i checked the file, re-compressed them and uploaded again. btw you could use the SVN link to download as well.

Page 27 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by Alex_SPB on Tue, 09 Mar 2010 14:54:09 GMT View Forum Message <> Reply to Message HLTVthat's right. we've been longing for 1.13 to adopt DOM's aimed burst function, that will make our items much more balanced in game

Do you mean DDD-s function or there is another 1.13 mod with the same issue (besides Zilpin's one)?

Sorry, i have found an answer.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by usrbid on Wed, 10 Mar 2010 07:23:04 GMT View Forum Message <> Reply to Message Quote:say -3 for older ak's..moving up to say -2 for midlife aks..-1 for early AR's...to 0 for current ak's and modern smg's

I like your idea, I am just worried that there would be no noticable difference for mercs with a MRK of 85 and up, especially with an ACOG or up. Has anyone tested values like -20, -10, +10 etc.?

Quote:the hecate is the worlds most accurate sniper rifle

Well have you seen the tapered, base reinforced, free floating barrel on that bad boy? It probably prevents warping while the gun is discharged. How does the Hecate compare to the CheyTac? In the real world Lapua is good up to about 1200 yards.

By the way, take a look at what the guys did in Demise of Man, they completely redid all weapons, damage is tied to caliber, within a caliber the weapons are sorted by range with newer guns having longer range, they have accuracy valued from zero to 12, you can get quick view here, although you will need to sort by damage and then range highest to lowest to see what I am talking about.

By the way the "effective range" has been drastically reduced for most guns, but remember that DOM doesn't have an out of effective range penalty.

Quote:modern weapons are all the same in terms of ballistic performance and all differences posted on the internet is just marketing at its finest

You are definitely right about the marketing part, however there are noticable differences between a $600 Glock and a $1,700 Springfield, the same is true for a $800 AR and a $2,200 AR.

Page 28 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by aelfewulf on Sat, 20 Mar 2010 14:20:29 GMT View Forum Message <> Reply to Message Great mod. I've spent many hours looking through the items in XML editor, and being new to DBB mod, i was both overwhelmed and impressed.

IMHO it still needs alot of polishing in terms of game balancing, and that's the big headache.

Let's talk about attachments specifically. What's the framework for deciding which attachments are allowed on each weapon? Right now, it all seems rather haphazard. I mean, if I go shopping on eBay bRay and the picture shows a modern NATO AR with full Picatinny rails on the upper and lower hand guard, I should expect it to be able to mount all my Aimpoints, Eotechs, Trijicons etc. Conversely, if I see a picture of, say, the non-modular SAR21 Standard, I should expect that the only attachments allowed are probably flash hiders, suppressors and c-mag adapters.

Not so right now. It's all a guessing game. It's not...intuitive.

And what's the framework for setting coolness levels? For eg. Comp M2 and M4 are almost identical, yet M2 can be bought 3 coolness levels lower???

Another eg. ITL MARS (an aimpoint and combat laser combo) can be bought at coolness 5 (6 if u buy TAR21), yet the short range (120m) lasers, and all reflex/holo sights (except Aimpoint M2)appear at coolness 7!? This makes the TAR21 too overpowered at coolness 6, since it already has very good stats to begin with.

So here is my proposal for ARs:

Set non-modular ARs (eg. SIG SG550, M16A2, TAR21 etc) at coolness 5. Weapons without Picatinny rails should NOT be able to mount any scopes, sights, lasers, foregrip etc. Now if we apply this to the earlier example of TAR21, we'll get a great weapon that quickly becomes obsolete.

Set AR's with P-rail, and P-rail upgrade/conversion kits at coolness 7.

Set barrel change conversion kits/merges at coolness 8.

EDIT: The above is for mid-range assault rifles (MRAR). Here we see how and LRAR fall in place: Coolness 4: Carbines without rails Coolness 5: MRAR without rails Coolness 6: Carbines with rails, LRAR without rails Coolness 7: MRAR with rails Coolness 8: LRAR with rails

Page 29 of 280 ---- Generated from The Bears Pit ...(hope u guys see the pattern here)

EDIT: Not allowing non-rail weapons to mount optics seems too harsh. Let's allow all weapons with carrying handles to mount NATO optics, except sniperscopes. Carrying handles with inbuilt optics (G36, SAR21) are the exception. Russian weapons can fit Russian optics, CORSAK and Foregrip for AK right off the bat. Same for Chinese weapons and Chinese optics. Weapons with Rails can mount almost everything (including sniperscopes), except Russian/Chinese optics.

For Scopes: coolness 5: G36 Grip Optics, ITL MARS, SUSAT 4x, ELCAN SPECTRE OS34X (bRay doesn't sell these separately. You want it, u gotta buy the whole rifle) coolness 6: 4x, 6x, 8x battle scopes ( ACOG 4x, 3X MAG For Reddot, ACOG TA55, etc) coolness 7: Aimpoints, KOBRA, reflex, EOTECH, Sniper scopes coolness 8: ELCAN SPECTRE DR, DOCTER coolness 9: Night vision scopes, thermals.

For Lasers: I will classify lasers into 3 categories, according to range:

Class I: Laser Range 150 or less Laser Sight(coolness 7, range 90), Insight LAM (9,120), Russian Simple Lam (7,90), Surefire M900 Grip(8,150)

Class II: Laser Range 200 to 300 Russian Dual Sight(8,250), Chinese Dual Sight(8,250), LaserMax(8,250). I will totally revamp LaserMax. According to LaserMax website, this is a matchbox sized device weighing only 1 oz. So Laser range is now 250, weight 0, coolness 8. This fills the gap nicely between Class I and Class III, and is a rival to Russian and Chinese lasers. Another advantage is that it can fit on more pistols & SMGs as compared to Laser Sight or Insight LAM.

Class III: Laser Range 300+ Old Aimpoint (7, 400), AN/PEQ-15 (9,350), ISMVIR/ISM4XIR(9,300), CORSAK (9,300), ITL MARS (5, 350) These are milspec combat lasers, only mountable on P-rails, except CORSAK, which fits most Russian and Chinese weapons. DBAL-A2 is totally redundant since there's AN/PEQ-15. AN/PEQ-2 should be removed because the real thing does not have a visible laser, so if u use it in daylight it gives u the unfair laser bonus. Game engine limitation.

Whew! and that's only for assault rifles. I admit, balancing weapon/items can be a huge pain. But

Page 30 of 280 ---- Generated from The Bears Pit if we do it right, it should be like Michaelangelo painting a rainbow...delicate blending of all colors, with the smooth transition and perfect balance of all colors as the final result.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by aelfewulf on Sat, 20 Mar 2010 18:54:08 GMT View Forum Message <> Reply to Message Earlier my focus was on ARs...now let's look at MGs.

Suggested Framework for MG Progression and Attachments:

First we classify MGs as either Light Machine Guns (LMG) or Medium (MMG). LMG calibres: 5.45x39 556 NATO 7.62x39 5.8x42 (Chinese) and MMG calibres: 762 NATO 7.62x54R .303 British 7.92x57 Arisaka 6.5 .30-06 (BAR)

Next we classify MGs as either WITH or WITHOUT rails. This is easy, by just looking at the pics (very well done, btw).

Now we can set coolness levels, from 6 to 9: 6: WW2 MGs (all are MMG) 7: LMG without Rails, UltiMAK upgrade kit for WW2 8: all other MMGs without rails, LMGs with rails, Ultimax100 upgrade kit, Ares Shrike conv kit, MG3 conv kit 9. MMGs with rails, Mk43 conv kit

Then we set some rules pertaining to attachments: 1. Without rails, MGs CANNOT attach optics, grips etc. Flash suppressors/hiders are ok, depending on individual weapon. The only lasers allowed is the LaserMax. 2. Russian MGs can attach Russian optics and Lasers right off the bat. Same for Chinese optics on Chinese MGs. 3. MGs with rails can now attach almost everything except sniper scopes. 4. For WW2 MGs with UltiMAK upgrades, ONLY optics are allowed.

Now let's analyse the effect on the player's choice for an MG. The astute reader will notice that at

Page 31 of 280 ---- Generated from The Bears Pit coolness 7, the Eastern bloc player will have an advantage over the Nato player, with the combination of slightly more powerful calibres and optics/lasers. However, there are 3 5.56 LMGs with inbuilt optics for the Nato player to choose from. Furthermore, the Eastern bloc LMGs are heavier and less versatile...

Suppose at level 6, a player wants an MG as soon as possible, his only choice would be WW2 vintage pieces. All heavy hitters, but with many drawbacks.

My personal favorite: Ultimax100 mk4. I have tweaked the Shots/4 turn to be the same as mk3, and also lowered autofirepenalty to 7. Hey, I've fired the real thing in real life, the recoil is amazingly low. Just check out the youtube clip!

The ultimate aim will be to achieve gameplay balance, and make it such that there is no PERFECT MG. The choice should then boil down to personal tastes and mission type.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by aelfewulf on Sun, 21 Mar 2010 11:05:32 GMT View Forum Message <> Reply to Message I shall now turn my attention to Sniper Rifles. Remember, the guiding principles when deciding which attachments are allowed on any weapon, as well as appropriate coolness levels, should be based on common sense, real world performance and gameplay issues.

First, let's look at a few examples in order to understand our current situation:

1. HKSL9SD Nice damage (40), short range (300), silent, P-rails, overall a nice weapon at coolness 7. Right? But wait...since it has rails...why can't I attach my Trijicons/Aimpoints/Eotechs? What? No lasers allowed either? And since it has rails on the underside, I should be able to attach the cool Surefire M900 Grip, right? Nope, no luck.

2. Steyr Scout Tactical Keyword: TACTICAL. Means I should be able to attach almost every optic, right? Nope...can't fit the kickass SCHMIDT & BENDER. Can fit Trijicons, but why not ELCANS? Can fit AN/PEQ-2, but not AN/PEQ-15. Oh...so confusing! (And why is it classed as a Rifle, not Sniper Rifle?)

So now we need to lay down some straightforward rules...

Optics: 1. Western Sniper scopes can fit on all western sniper rifles. 2. Russian optics can fit on all Eastern bloc sniper rifles 3. Chinese optics can fit on all Chinese sniper rifles. 4. Western Sniper Scopes, and all other Western optics, can fit on weapons with rails. Weapon must be size 6+.

Page 32 of 280 ---- Generated from The Bears Pit Lasers: 1. Change LaserMax range to 250. 2. All Western sniper rifles can mount LaserMax only. 3. Both Russian and Chinese sniper rifles can fit CORSAK and Russian Simple LAM 4. Sniper rifles with rails can fit either LaserMax or AN/PEQ-15.

Foregrip/Grippod/bipod 1. All Sniper rifles can mount bipods. 2. Weapons with full rails (eg. mk.1x, MSRs, Masadas )can fit foregrip/grippod. (We can consider making the bipod and foregrip compatible with each other.) Size 6+ restriction apply.

Several interesting things become possible... We can turn certain rifles into sniper rifles, extending the useful life of the rifle class... We can bring out the full strength of Modular Weapons Systems like the FN SCAR...

And hopefully this will all work out to give the furious Bobby Ray shopper a more enjoyable experience.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by lockie on Sun, 21 Mar 2010 13:13:18 GMT View Forum Message <> Reply to Message Interesting posts :clap:

Subject: Re: DBB's Instruments of Violence mod 914 Posted by datakurs on Sun, 21 Mar 2010 13:17:14 GMT View Forum Message <> Reply to Message HLTV, could you integrate smeagol's aiming mod merges into this one?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by aelfewulf on Sun, 21 Mar 2010 18:59:00 GMT View Forum Message <> Reply to Message WOW...i really like DBB's shotguns. I can see alot of thought being put into introducing new shotguns and balancing them. The Remington870 Modular shotgun series is really interesting. Shotguns on a whole, compared to default1.13, have their Damage and Shots/4turns increased to make them more deadly, am I correct?

Don't like playing with NATO weapons? Well...too bad, choices are limited. The best Russian offering is still the Saiga. The Chinese has only one and it has a really cheesy name.

Page 33 of 280 ---- Generated from The Bears Pit Hmm, perhaps we can tilt the balance of power more towards our ex-communist friends, by using smart attachment rules, no? EDIT: Just discovered the kickass Russian RMB-93 Lynx shotty which outclasses many NATO shotguns...no wonder it comes at coolness 6.

I have never imagined using shotguns for night-ops...until now. Kill the first few enemies quietly with suppresed SMGs/ARs, then switch to shotguns when compromised. Useful for mercs without Autoweapons skill. Besides, shotguns are ALOT more FUN!

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Slax on Mon, 22 Mar 2010 09:09:56 GMT View Forum Message <> Reply to Message SPAS-12 is one-handed. That... grinds my gears.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Luppolo on Mon, 22 Mar 2010 11:27:04 GMT View Forum Message <> Reply to Message 9x19 pistol mag, tracers, 13 bullets are not considered ammo (tony doesnt buy them) also pistol match sights even being a weapon acc. isnt accepted by tony no occurrences of NADA ammos yet oh and there are LOADS of attachments that have cost 1$ at tony's

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Anonymous on Mon, 22 Mar 2010 16:58:10 GMT View Forum Message <> Reply to Message @Slax Change it in the XML editor

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Anonymous on Mon, 22 Mar 2010 16:58:40 GMT View Forum Message <> Reply to Message @Slax and Luppolo Change it in the XML editor

Page 34 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by Luppolo on Wed, 24 Mar 2010 12:45:52 GMT View Forum Message <> Reply to Message taoteching@Slax and Luppolo Change it in the XML editor hey let's release a broken mod so people can fix it themself that is called feedback, are you always used to reply as shit in every thread?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Wed, 24 Mar 2010 12:47:32 GMT View Forum Message <> Reply to Message it's a trap - to get you into modding :devilaugh:

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Anonymous on Wed, 24 Mar 2010 16:16:23 GMT View Forum Message <> Reply to Message Luppolotaoteching@Slax and Luppolo Change it in the XML editor hey let's release a broken mod so people can fix it themself that is called feedback, are you always used to reply as shit in every thread?

:blackcat:

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Mon, 29 Mar 2010 06:08:25 GMT View Forum Message <> Reply to Message aelfewulf : thanks for the feedback man, sorry i haven't paid attention to this post for some time. attachment issues: one of them you mentioned is the wierd attachment rule such as can't put a certain laser module on something you should be able to.... this is something we gotta work on i addmit, really appreciate that you point out some of the guns that have this problem;

Page 35 of 280 ---- Generated from The Bears Pit another attachment issue, you could trace this problem back to vanilla JA2, where all guns have invisible and various other attachment points.... this was rarely addressed, i guess most ppl just accepted how things are; but what you proposed sounds fair, time to stop putting AN/PEQ2 on vintage rifles... dboy (the author of this mod) is working on the new effective range concept, mentioned somewhere in this post, and it's definately not going to work along with your rules. my opinion tho, is that new concept is too far fetched and cannot be done via xml editing, so maybe we'll go as you said. as for coolness values, that's a lot of work, but we can do this one step at a time. sorry about the cheesy ass shotgun name...the chinese military's new shotgun doesn't have a name yet, so we named it after an internet meme as a place holder.. (china's mega cannon is some gundam-like robot's groin gun...)

------slax & luppolo: thx for the feedback! i'll put that in the to do list. btw i think in 915 all ammo were set to standard already, so shouldn't have NADA problem anymore.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Luppolo on Mon, 29 Mar 2010 06:45:49 GMT View Forum Message <> Reply to Message there are many guns that have no ap values for single/burst/auto, this leads these guns to shoot out all the magazine in a single attack i looked into the xml but it look ok so i don't know why this happens also i noticed that ak47 doesn't have full auto, but still the xml looks ok

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Mon, 29 Mar 2010 06:48:01 GMT View Forum Message <> Reply to Message hmm, if it's an actual mod, not an xml-based weapon pack, i think u could just install them both. i never used anything besides ham and stomp, so i really have no idea what this aiming mod do.

Page 36 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Mon, 29 Mar 2010 07:03:38 GMT View Forum Message <> Reply to Message hmm....really? can you point out one of those guns without ap values? wierd, a lot of ppl played but i didn't hear any of this... and for the AK47, i checked xml and went into the game to see, both are normal.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Luppolo on Mon, 29 Mar 2010 07:15:44 GMT View Forum Message <> Reply to Message sten SMGs (both models) and the Lewis machinegun, plus 11 shiki something maybe i messed up the installation, but still has no sense that weapons are correct in xml and broken in the game nevermind, it was some ini settings about autofire

Subject: Re: DBB's Instruments of Violence mod 914 Posted by yeznik on Tue, 30 Mar 2010 14:35:56 GMT View Forum Message <> Reply to Message Have any of you been able to successfully run DBB-915 with Ham 3.6? I have a nigh-fanatical appreciation for this mod, but I simply can't go without the new suppression mechanics in 3.6.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by DepressivesBrot on Tue, 30 Mar 2010 15:39:22 GMT View Forum Message <> Reply to Message DBB only modifies/adds items, there is no reason for it not to run with HAM 3.6 (or the standard 1.13 exe, which has included HAM 3.6 for some weeks now). As far as I know, there is an exe in the DBB package, but it only has a minor feature of changed sight range and can safely be ignored if you prefer HAM.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Tue, 30 Mar 2010 15:41:15 GMT View Forum Message <> Reply to Message

Page 37 of 280 ---- Generated from The Bears Pit @ depri this was supossed to be your job ->

@ itsonlypain welcome to the pit

Subject: Re: DBB's Instruments of Violence mod 914 Posted by DepressivesBrot on Tue, 30 Mar 2010 15:52:47 GMT View Forum Message <> Reply to Message I forget, I forget again.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Luppolo on Tue, 30 Mar 2010 17:37:45 GMT View Forum Message <> Reply to Message what, i'm running the DBB exe and suppression works!

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Tue, 30 Mar 2010 18:10:03 GMT View Forum Message <> Reply to Message isn't some kind of prehistoric ham incorporated in dbb-exe? think i read sth like that

Subject: Re: DBB's Instruments of Violence mod 914 Posted by yeznik on Tue, 30 Mar 2010 21:19:14 GMT View Forum Message <> Reply to Message Thanks, I've been lurking for a good bit.

Alright, I was asking because I'd heard that a number of HAM 3.6 features were disabled in the 1.13SVN so as not to confuse newer players, and I've been using the modified configuration headrock posted for it. I don't think facilities and some of the other ham features are included in 1.13 at the moment.

Would combining the DBB and HAM3.6 folders work or am I setting myself up for disaster?

Page 38 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Tue, 30 Mar 2010 21:38:23 GMT View Forum Message <> Reply to Message they are incorporated, but not not activated - there is somewhere a full-throttle xml-set - if you don't find it i can mail it to you

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Tue, 30 Mar 2010 22:43:03 GMT View Forum Message <> Reply to Message dbb mod only modifies items.xml and a few other item related xml, so feel free to override any existing ja2 folders, but backing up files is always safe. you can literally put DBB's files in every data folder and the game runs just fine, i've done that....when i got frustrated with installing several mods. that's one way to do it. as for 1.13 svn's "integral" ham3.6, you'll need to download headrock's setting package for everything to work. should be somewhere in this forum.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by yeznik on Wed, 31 Mar 2010 00:07:10 GMT View Forum Message <> Reply to Message Nah, I've got it working.

Thanks for the offer!

The variety in weapons it adds is mind-boggling.

HLTV: That's exactly what I ended up doing, wish I had seen this earlier, I'd have felt much more confident.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Thu, 01 Apr 2010 05:58:30 GMT View Forum Message <> Reply to Message thank you, hope you enjoy this mod despite the imbalanced gameplay.

Page 39 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by pnmartin on Wed, 14 Apr 2010 03:53:06 GMT View Forum Message <> Reply to Message I tried layering this on top of a 1.13 (3358) HAM STOMP install tonight. You have an amazing amount of cool stuff in there I'd love to play with, but the mod blew away the FN SCAR, the ghille suit and most of the leg rigs in LBE gear, and a few other assorted things I use regularly. Is there some way around this? I'd love to keep all my organizational goodies and still play with some of the guns in this mod...

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Maalstroom on Wed, 14 Apr 2010 09:10:51 GMT View Forum Message <> Reply to Message search for the combo mod in the forum and things will work just fine!

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Anonymous on Wed, 14 Apr 2010 15:48:27 GMT View Forum Message <> Reply to Message combo mod is out of date.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Thu, 15 Apr 2010 07:50:12 GMT View Forum Message <> Reply to Message you mean DBB *removed* these items? the FN SCAR series and other stuff are still in the mod. SCAR L/Hfor example, were re-designated as Mk16 and Mk17, cuz socom is using this designation; ghille suit is in there as well, along with leg rigs (i can't even count how many LBE gears are in there)

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Maalstroom on Fri, 16 Apr 2010 11:07:12 GMT View Forum Message <> Reply to Message ok don't use the simplest solution! don't even try to tweak it! i mean it's out of date! how is this of any help?

Page 40 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by pnmartin on Fri, 16 Apr 2010 17:29:36 GMT View Forum Message <> Reply to Message I got it working, sans STOMp, which is okay. I'll have PLENTY to play around with just on LBE gear alone (holy moly...)

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sat, 17 Apr 2010 23:26:01 GMT View Forum Message <> Reply to Message the next patch is on its way (you're looking at the beginning of may), with lots of tweaking they managed to get percentage bonus-for-range to work, you can read more about this concept in above replies, but to sum it up, effective range on medium to long range weapons will be capped at 20-30, it's as far as you can shoot with & naked eyes; all magnifying gun scopes gives a static percentage range boost, while some weapons are restricted to hi-power scopes; other changes, i dont know yet, i do hope dboy could fix coolness value problem tho.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by pnmartin on Sun, 18 Apr 2010 03:49:15 GMT View Forum Message <> Reply to Message I'm enjoying this mod on its own terms, but I have to say, it's got me craving the extra character creation granularity in STOMP despite myself. I have a feeling I'm doing something wrong to get this working with HAM/STOMP. I've gotten it working on its own. I've gotten HAM/STOMP working on ITS own. I can switch between the two of them, even. I can't get both into the game at once. I'm probably overlooking something obvious, but I can't tell what that might be. Can anyone give me a hand with that?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Anonymous on Sun, 18 Apr 2010 15:39:37 GMT View Forum Message <> Reply to Message H.A.M. 3.4 or 3.6, depending on install, are included with S.T.O.M.P. At the moment S.T.O.M.P. is incompatible with H.A.M. 3.6 because they use their own execution files. I have heard of people combining DBB's Instruments of Violence with the former though.

Page 41 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sun, 18 Apr 2010 18:08:16 GMT View Forum Message <> Reply to Message if you're familiar with the VFS system, this won't happen; the simplest way to solve this is to unzip IoV somewhere, then go into the data folder, move everything inside to your data 1.13 folder, and overwrite. (backup first would be a good idea) again, IoV's own exe is completely optional, you dont need to run iov.exe for the mod to work. this is an XML based item pack, the only incompatible mods should be other xml based item packs.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by pnmartin on Sun, 18 Apr 2010 23:36:53 GMT View Forum Message <> Reply to Message Ah HA! That's what I was missing. Thank you. As far as backing up? Pfft. If I break it, I'll just reinstall it. JA2 isn't exactly a lengthy install.

EDIT: well, it broke it. Blew away a whole bunch of stuff and deposited some fully-armed versions in bobby ray's. Guess I'll do without STOMP for the time being, 'cause I'm not going without IoV!

Subject: Re: DBB's Instruments of Violence mod 914 Posted by wolf00 on Mon, 19 Apr 2010 09:57:51 GMT View Forum Message <> Reply to Message hltv: any new items or guns for dbb 916 ?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Tue, 20 Apr 2010 08:24:39 GMT View Forum Message <> Reply to Message very few things, some guy drew a rifle and some assault rifles, that's about it. a lot of accessories are getting re-drawn tho some are actually razer's work

Subject: Re: DBB's Instruments of Violence mod 914

Page 42 of 280 ---- Generated from The Bears Pit Posted by pnmartin on Thu, 22 Apr 2010 02:31:23 GMT View Forum Message <> Reply to Message Ooh! Nice new art!

I finally got HAM/STOMP and IoV working on the same game, by the way. The trick seems to be to install the IoV files over the 1.13 ones and then install HAM/STOMP on top of that.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by BigBadPig on Fri, 23 Apr 2010 11:27:51 GMT View Forum Message <> Reply to Message Hi all! Just a quick question to get me on the track. I've installed the 1.13 with the single click installer (v.3358), then I copied all data files from IoV 915.rar. Everything's fine, however, I can't seem to edit the ini using the Ini Editor (and editing the ini manually doesn't produce any results, for example: soldier tooltip levels don't change, can't get the real time sneaking to work, etc.) Also, while starting the game I get red ini-errors aplenty (which AFAIK points at the ini incompatibility or something like that). Could anyone explain, what am I doing wrong? Apologies if the quiestion is TOTALLY newbish:).

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sat, 24 Apr 2010 07:29:40 GMT View Forum Message <> Reply to Message BigBadPig: you probably didn't pick the right ja2_options.ini to edit. btw, did you overwrite data 1.13 with IoV's files, or simply unzip the rar file into ja2 folder? the difference is, if latter, you might need to run ini editor and pick Ja_xxxx_IoV.exe as executable, choose vfs_config_iov as mod, and edit Data-IoV\Ja2 otions.ini instead of Data 1.13\Ja2 Options.ini. this is why i always prefer "the ghetto way": installing an xml based mod by overwriting exsisting file, instead of messing with ini editors i'm a lazy pos i know.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by BigBadPig on Sat, 24 Apr 2010 20:39:54 GMT View Forum Message <> Reply to Message Thanks for answering, first of all. Though "I did as you told me, Tirael" - to no avail. That is, I

Page 43 of 280 ---- Generated from The Bears Pit overwrote the files in the Data-1.13, and didn't use anything else. Didn't help, I still can't use the editor. Done it the other way (by copying the entire "Data - IoV") - couldn't start the game at all, looks like I messed someplace entirely:). Also, if it means something, while trying to use the editor (with the first method)I get all lines of parameters as "MISSING: PROPERTY DESCRIPTION", and the editor doesn't actually let me edit anything - the "New Value" field is absent for some reason. Hope I've explained everything more or less clear:). English isn't my native, unfortunately, so - apologies again. Thanks for your time anyway, as the mod is playable nonetheless - and is excellent.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by medicinman on Sat, 24 Apr 2010 22:28:20 GMT View Forum Message <> Reply to Message I also recently downloaded latest SVN; overwrote IOV files (no exe or ini) and HAM 3.6 ini files only. I see many errors that show that program cannot find ini and is using default values. I can verify as I have changed some values for imp creation and do not see these.

Here is the text of the error file under 113 userprofiles. I do not think this is specific to IOV though as did it prior to IOV or HAM addition.

I am using latest exe 3329.

Thanks for any help

Pat deleted error text.

Figured out 3329 is just there for old saves and Windows 7 requires admin rights and compatability. Looks good, haven't played in awhile. Much more tactics able and required as I have spiced up the AI some.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by pnmartin on Sun, 25 Apr 2010 00:03:26 GMT View Forum Message <> Reply to Message Now that I've finally got this masterpiece of tactical awesome working with STOMP, anybody have a guide to it?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sun, 25 Apr 2010 07:24:43 GMT

Page 44 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message sorry folks. i'm not all that competent with technical stuff, hate to say this but i can't help with this issue >_

Subject: Re: DBB's Instruments of Violence mod 914 Posted by usrbid on Sun, 25 Apr 2010 09:10:47 GMT View Forum Message <> Reply to Message Hi Timespike, You can get a STOMP guide here.

I am a little worried that I am not giving you the info you are looking for as you already installed STOMP and the thread I posted is where people usually download the STOMP mod, so let me know if you need anything else. You can also post your questions directly to Sandro at the end of the thread I posted.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by pnmartin on Sun, 25 Apr 2010 14:58:00 GMT View Forum Message <> Reply to Message DieterHi Timespike, You can get a STOMP guide here.

I am a little worried that I am not giving you the info you are looking for as you already installed STOMP and the thread I posted is where people usually download the STOMP mod, so let me know if you need anything else. You can also post your questions directly to Sandro at the end of the thread I posted.

Actually, I've already seen (and use!) the STOMP guide - thanks! What I'm looking for is an IoV guide. There is SO MUCH stuff in IoV that it boggles the mind. Just trying to get a sense of what goes with what and how, etc.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Mon, 26 Apr 2010 03:26:05 GMT View Forum Message <> Reply to Message if you're referring to weapon combination strats, i would suggest you to findout on your own, that's what makes IoV fun; as for formulas to combine items, well, you can always open up the xml editor and check for merges. but that takes away all the fun. but, here are a few hints:

Picatinny Rail for AK, does not only restrict to rifle. you can also use it on certain popular eastern

Page 45 of 280 ---- Generated from The Bears Pit bloc weapon, and turning it into one of the best heavy weapons in game;

Fal OSW is a mean short barrel assault rifle, its bigger brother is even meaner, with a *LONGER* barrel;

WWII vintage weapons cannot normally mount fancy accessories, but we added UltiMAK for that reason. combine the rail with ACOG, Aimpoint CCO or 7x scope and you can fit them onto your vintage rifle;

Docter Reflex sight is compact and versatile, can be mounted on many guns, even other scopes.

3x Mag scope for Redot is self explanatory; remember the movie Jackal, featuring bruce willis and his aircraft cannon sniper? there is such weapon in IoV you can give it to your robot for the same effect. only one NPC in the game sells it by default, and it's the one you would normally go to for your robot's parts.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by pnmartin on Mon, 26 Apr 2010 03:48:14 GMT View Forum Message <> Reply to Message Re: Jackal reference: That's just kick-ass!

Subject: Re: DBB's Instruments of Violence mod 914 Posted by WillyWonka on Mon, 26 Apr 2010 10:53:25 GMT View Forum Message <> Reply to Message HLTVvery few things, some guy drew a rifle and some assault rifles, that's about it. a lot of accessories are getting re-drawn tho some are actually razer's work

Where (or when?) do I download iov 916? Can only find 915.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Grasyl on Wed, 28 Apr 2010 05:59:27 GMT View Forum Message <> Reply to Message Hm .. IoV, is very nice, it take part of a video of a friend of mine. http://www.youtube.com/watch?v=kyJYM2dDVrI

Page 46 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by usrbid on Wed, 28 Apr 2010 13:59:41 GMT View Forum Message <> Reply to Message Hi Grasyl_Garant, Really cool, I enjoyed watching it!! Is the program you are using free? If yes, where can I get it?

I always wanted to make vids but didn't want to spend money on a vid capture software (and I am also not interrested in torrent or warez, when I do something it will be legal).

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Jinxed on Wed, 28 Apr 2010 14:10:04 GMT View Forum Message <> Reply to Message Would this mod work with Smeagels map update for WF and item mod? Because these two seem to be tailored towards WF, and items seem to have specific placing which I don't want to change. Hmm.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Wed, 28 Apr 2010 14:12:06 GMT View Forum Message <> Reply to Message both (aim and iov) are item-mods - that won't work

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Jinxed on Wed, 28 Apr 2010 15:14:00 GMT View Forum Message <> Reply to Message Aye, the WF map is not complete without the item mod, only after I install it the sectors complete on the strategic map... The alpha item mod is no longer updated and I uncover more bugs the longer I play it. :/

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Wed, 28 Apr 2010 15:15:06 GMT View Forum Message <> Reply to Message what bugs? edith: don't you think you better post that in - lets say another thread?

Page 47 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by Jinxed on Wed, 28 Apr 2010 17:05:54 GMT View Forum Message <> Reply to Message It's no longer updated so what's the point? DBB is alive and well so I will switch after I finish my current campaign.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Slayer9112 on Wed, 28 Apr 2010 20:37:02 GMT View Forum Message <> Reply to Message Hello all.

I have just installed the DBB 915 to my latest v1.13 mod.. Whenever I start up, I get alot of red text that shows alot of stuff from Ja2_options.ini and for some reason. I noticed that some options are not active anymore such as enemy reinforcements arriving from nearby sectors and ect.

Oh yeah... I took a screenie while in windowed mode so you can all see. (And yes... Im from sweden incase you ask, plus I wanted my MSN friend to remain anonymous. )

Anyone who know a solution to this? I checked with INI editor but nothing seems amiss for me, since I haven't touched anything in the INI file im currently using at all.

Click here for full view

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Wed, 28 Apr 2010 20:38:52 GMT View Forum Message <> Reply to Message iov has an own ini? guess so - the ini structurehas been changed

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Slayer9112 on Wed, 28 Apr 2010 20:42:02 GMT View Forum Message <> Reply to Message Strange.. the installation procedure never spoke of IOV having it's own ja2_options.ini file.. But the error refers to the file JA2_Options.ini... There are two of them, ine on the normal DATA directory, the other in the DATA-1.13 directory. Which of them is it referring to?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Wed, 28 Apr 2010 20:46:48 GMT

Page 48 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message 1.13, as i see it dbb-mod is 'dumbed' into 'data-1.13' and overwrote a newer ini

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Slayer9112 on Wed, 28 Apr 2010 20:50:52 GMT View Forum Message <> Reply to Message What should I do then?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Wed, 28 Apr 2010 20:51:31 GMT View Forum Message <> Reply to Message save the one you have and put the newest from svn there

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Minty on Wed, 28 Apr 2010 20:51:49 GMT View Forum Message <> Reply to Message Aye.. HLTV should really give instructions on how to install IOV non dirty-like. I mean, we've got this lovely VFS thingy, that's DESIGNED to allow people to install many different mods, rather than overwriting default files..

Me, I understand VFS well enough to actually do it myself, but there's many people out there who need a hand with the more technical aspects.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Slayer9112 on Wed, 28 Apr 2010 20:54:10 GMT View Forum Message <> Reply to Message Save which file? Im all new to how the files in JA2 works so please be a little more clear.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Wed, 28 Apr 2010 20:55:42 GMT View Forum Message <> Reply to Message copy that ini you have to a save place and put the one from svn1220 or 1220sci there you find it here

Page 49 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by Slayer9112 on Wed, 28 Apr 2010 21:01:12 GMT View Forum Message <> Reply to Message I guess you meant the JA2_options.ini that is currently in DATA-1.13? You are still being vague.. :/ I still took that file and backuped it and downloaded that file you wanted me to..

Now those errors doesn't show up anymore. Next time I install IOV 915, I will have to skip overwriting the ja2_options.ini file next time. But... this wont cause other problems, right?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Wed, 28 Apr 2010 21:06:32 GMT View Forum Message <> Reply to Message no, before you install a ddb-package simply copy that ini somwhere else and back after the install (dbb overwrites a lot of stuff - it has to) most likely the next dbb should have a new ini that fits the new requirements btw, which ini could i've been talking (with the one in 'data' being irrelevant in this case) :devilaugh:

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Minty on Wed, 28 Apr 2010 21:34:48 GMT View Forum Message <> Reply to Message The JA2.ini in data-1.13 is the one that gets read by the game if you don't alter any of the settings, so that's the one you need to fix/edit/replace/revert.

Don't mind Logisteric. He's a cranky bugger sometimes.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Grasyl on Sat, 01 May 2010 09:00:46 GMT View Forum Message <> Reply to Message DieterHi Grasyl_Garant, Really cool, I enjoyed watching it!! Is the program you are using free? If yes, where can I get it?

I always wanted to make vids but didn't want to spend money on a vid capture software (and I am also not interrested in torrent or warez, when I do something it will be legal).

Cherly uses, Fraps for recording and camtasia 6 for rendering. Unfortunatly they are not free, but you can test Camtasia for 30 days with all functions and Fraps, they are other ways to get is, you know ..

Page 50 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Sat, 01 May 2010 09:10:40 GMT View Forum Message <> Reply to Message @ grasyl, are there anything in adobe's cs3-suite that can do that?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Slax on Sat, 01 May 2010 12:29:02 GMT View Forum Message <> Reply to Message Have some freeware. http://camstudio.org/ Record lossless, encode in virtualdub, done!

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Grasyl on Sun, 02 May 2010 13:48:14 GMT View Forum Message <> Reply to Message Logisteric@ grasyl, are there anything in adobe's cs3-suite that can do that?

I don't know, I never used cs3-suit.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Kaerar on Sun, 02 May 2010 15:33:29 GMT View Forum Message <> Reply to Message Premiere Pro should do the vid editing, but you'll still need FRAPS.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by pnmartin on Sat, 08 May 2010 15:38:00 GMT View Forum Message <> Reply to Message Some quick questions:

How do the thermal imager, ballistic tactical computer, and readymag items work?

Subject: Re: DBB's Instruments of Violence mod 914

Page 51 of 280 ---- Generated from The Bears Pit Posted by HLTVpro on Sun, 09 May 2010 03:55:36 GMT View Forum Message <> Reply to Message thermal imager: put it in your hand and use it like binos ballistic computer: attach it to a 24x scope, then attach an AN/PEQ-2 to the whole thing. ready mag: attach it to AR15 type rifle, makes it cost less APs to reload. supposedly it should be able to carry a STANAG on your rifle receiver, but as of now you only have 4 slots for attachments. until new attachment system come out this will have to do.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by pnmartin on Sun, 09 May 2010 04:22:59 GMT View Forum Message <> Reply to Message Awesome! Thanks.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by steelfallenangel on Mon, 10 May 2010 02:55:27 GMT View Forum Message <> Reply to Message there is a new attachment system that would allow that out there on this site. Ive been using it and its pretty impressive. If incorporated into the DBB mod it would radically change the way you could use guns and make particular attachments much more useful.

Would love to see the new attachment system implemented into the core 1.13 mod but that seems alittle while off still

Subject: Re: DBB's Instruments of Violence mod 914 Posted by pnmartin on Tue, 11 May 2010 22:57:09 GMT View Forum Message <> Reply to Message steelfallenangelthere is a new attachment system that would allow that out there on this site. Ive been using it and its pretty impressive. If incorporated into the DBB mod it would radically change the way you could use guns and make particular attachments much more useful.

Would love to see the new attachment system implemented into the core 1.13 mod but that seems alittle while off still

I've seen that, and I want to try it, but I've got HAM, STOMP, and IoV all playing nice together now and I'm loath to mess with it. I suppose I could back it all up and try.

Page 52 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by lockie on Wed, 12 May 2010 14:07:32 GMT View Forum Message <> Reply to Message Why not just make another install and try out various mods / patches together ? I have at least 20 different installs of all JA games / mods , though it is taking forever to finish any of them

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Gorro der GrĂĽne on Wed, 12 May 2010 15:04:59 GMT View Forum Message <> Reply to Message lockiethough it is taking forever to finish any of them

High brother :wave: :exactly:

Subject: Re: DBB's Instruments of Violence mod 914 Posted by lockie on Wed, 12 May 2010 18:24:05 GMT View Forum Message <> Reply to Message Yup , I just seem to prefer playing an hour on this mod , then that mod these days :whoknows:

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Gorro der GrĂĽne on Wed, 12 May 2010 18:30:41 GMT View Forum Message <> Reply to Message I do think U have 6,489,365 saves which all do have one thing in common.

Your IMP Lockie had been shot by the first landing in Arulco :bawling: :sadyellow: :yikes:

Subject: Re: DBB's Instruments of Violence mod 914 Posted by lockie on Wed, 12 May 2010 18:32:16 GMT View Forum Message <> Reply to Message Quote:our IMP Lockie had been shot by the first landing in Arulco Only during the first 8 years of trying , my IMP hides out till the others have won the day !!

Subject: Re: DBB's Instruments of Violence mod 914 Posted by pnmartin on Wed, 12 May 2010 23:49:49 GMT View Forum Message <> Reply to Message

Page 53 of 280 ---- Generated from The Bears Pit lockieWhy not just make another install and try out various mods / patches together ? I have at least 20 different installs of all JA games / mods , though it is taking forever to finish any of them See, now you're just being logical.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Thu, 13 May 2010 07:11:59 GMT View Forum Message <> Reply to Message i think in order to make DBB mod some what balanced once it became compatible with new attachment mod (shouldn't have any problem at all if you ask me), we shall give accessory weight penalties. cuz everyone's tacticool weapon will be outfitted with every damn thing they can get their hands on, gonna look like some redneck's christmas trees.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by steelfallenangel on Fri, 14 May 2010 02:08:32 GMT View Forum Message <> Reply to Message Dont accesorys already increase weapon wieght and size anyway? Unless you mean increasing it further. Which may make sense for balancing purposes.

One thing I would like to see the DBB mod add is a new piece of LBE for pistols equiped with silencers. Its one of the small nagging things that bothers me when I have to use SMG Holsters to fit my pistols that have silencers equiped. Or maybe just tweak one of the previous items to increase its size holder. Like the pistol rig for instance.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Fri, 14 May 2010 04:09:02 GMT View Forum Message <> Reply to Message steelfallenangelDont accesorys already increase weapon wieght and size anyway? Unless you mean increasing it further. Which may make sense for balancing purposes.

One thing I would like to see the DBB mod add is a new piece of LBE for pistols equiped with silencers. Its one of the small nagging things that bothers me when I have to use SMG Holsters to fit my pistols that have silencers equiped. Or maybe just tweak one of the previous items to increase its size holder. Like the pistol rig for instance. they sure do increase weight and size, but it's barely noticable when your character can carry 80 lbs of equipment without breaking a sweat. i was talking about weight penalty---cost more APs to raise weapon and stuff. the tiny optics and lasers gives little to none, but heavy ones like large silencer and grenade launcher will cost you a few more APs.

Page 54 of 280 ---- Generated from The Bears Pit i dont think we have to add, just modify the exsisting ones. i have a blackhawk serpa CQC holster for my 1911, the bottom is open, even tho not stated silencer compatible, it in fact is compatible. so most holsters in game (except for the molle ones maybe) should be changed to holster with or without silencers.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by steelfallenangel on Fri, 14 May 2010 07:27:14 GMT View Forum Message <> Reply to Message Yea that would be good enough. I just think its odd that even playing on good or great BRs selection you don't get holsters like that for quite a long time. If anything the SMG holster should be placed much further down the que since the sort of guns it can hold are pretty dang ridiculus. Some SMGs make sense but a MP5 cut down model is pretty close to drawing the line.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Vict on Fri, 14 May 2010 23:42:19 GMT View Forum Message <> Reply to Message Small bug I've noticed in the recent version of DBB/IoV:

The Rifled Shotgun Choke does -not- cause buckshot to spread wildly, like it says it does in the description and much like it did in the previous versions of DBB.

Small oversight, though it can be a huge balance error. It can give a buckshot/flechette 150m shotgun a range of 210m-220m and an extra +15 to hit. Slap a CORSAK laser and a mid-range 7x scope on to a Russian shotty, and you have a rather efficient one-shot DMR that only requires around 12 ap to shoulder and 20 to fire.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sat, 15 May 2010 18:29:49 GMT View Forum Message <> Reply to Message steelfallenangelYea that would be good enough. I just think its odd that even playing on good or great BRs selection you don't get holsters like that for quite a long time. If anything the SMG holster should be placed much further down the que since the sort of guns it can hold are pretty dang ridiculus. Some SMGs make sense but a MP5 cut down model is pretty close to drawing the line. i just asked Dboy and he said only the BHI tactical holster can hold silencered pistol, it's one size bigger than the rest. i dont think there's a way around that, unless you remove the silencer's size penalty.

Page 55 of 280 ---- Generated from The Bears Pit and we certainly have problem with coolness values, which is the cause of certain items showing up too early or too late in the game. next patch, all ammo should have the same coolness value so they can all show up on BR at the beginning of the game. this will not become a balancing issue since ammo is useless without a gun to fire it; i would say do the same with LBE gear maybe? this doesn't mean that enemy patrols will start dropping C.I.R.A.S at the LZ, because most of the "good" LBE gears will not be on the drop table.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sat, 15 May 2010 18:49:59 GMT View Forum Message <> Reply to Message Quote:Small bug I've noticed in the recent version of DBB/IoV:

The Rifled Shotgun Choke does -not- cause buckshot to spread wildly, like it says it does in the description and much like it did in the previous versions of DBB.

Small oversight, though it can be a huge balance error. It can give a buckshot/flechette 150m shotgun a range of 210m-220m and an extra +15 to hit. Slap a CORSAK laser and a mid-range 7x scope on to a Russian shotty, and you have a rather efficient one-shot DMR that only requires around 12 ap to shoulder and 20 to fire. shotgun's always been a pain in the butt in vannila it's way too weak, in DBB it's (maybe) a little OP.

In real life tho, especially in the police force, shotgun has a really high fire/hit ratio compared to carbines and pistols, you can say every other cop pulls out of a shotgun out of his patrol car and fire his buckshot, some one's getting hit. I, too, carried a shotgun for years and it's my preferred close quarter/home defense weapon. we tried to put implement this fact into DBB by raising it's effective range (since the game's CTH system is mainly based on this value). i think we should keep this effective range but change the spread pattern to a much wider spread after 50 meters (in real life it would be 25 meters or so, but i dont think people will appreciate this fact. not until big map project becomes real), so at 150 meters, even if you have 99% cth, few (maybe none) of the pellets will score a hit. it would make more sense than, for example, setting the effective range to 5 and having the spread pattern remain the same, then you fire buckshot at a target at 6 tiles away, all your pellets went left or right by a tile.

Subject: Re: DBB's Instruments of Violence mod 914

Page 56 of 280 ---- Generated from The Bears Pit Posted by tbird94lx on Sun, 16 May 2010 05:03:29 GMT View Forum Message <> Reply to Message cops dont use buckshot..the scatter is problem..could hit innocents..they use slug

Subject: Re: DBB's Instruments of Violence mod 914 Posted by steelfallenangel on Sun, 16 May 2010 06:47:02 GMT View Forum Message <> Reply to Message HLTVsteelfallenangelYea that would be good enough. I just think its odd that even playing on good or great BRs selection you don't get holsters like that for quite a long time. If anything the SMG holster should be placed much further down the que since the sort of guns it can hold are pretty dang ridiculus. Some SMGs make sense but a MP5 cut down model is pretty close to drawing the line. i just asked Dboy and he said only the BHI tactical holster can hold silencered pistol, it's one size bigger than the rest. i dont think there's a way around that, unless you remove the silencer's size penalty. and we certainly have problem with coolness values, which is the cause of certain items showing up too early or too late in the game. next patch, all ammo should have the same coolness value so they can all show up on BR at the beginning of the game. this will not become a balancing issue since ammo is useless without a gun to fire it; i would say do the same with LBE gear maybe? this doesn't mean that enemy patrols will start dropping C.I.R.A.S at the LZ, because most of the "good" LBE gears will not be on the drop table.

I agree with the ammo idea since its a pain when emeny patrols drop firearms that you wont find ammo for for quite a while even if its a common round. As for LBE gear I feel some of that may be a problem. Now I keep jumping around mods so I forgot if its in this one or not but several LBE gear pieces offer particular bonus's or penatlys like increased camo ratings. It would make particular pieces almost useless due to other ones just being outright better. Outside of looks of course

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sun, 16 May 2010 18:29:29 GMT View Forum Message <> Reply to Message some police department might have that policy such as LAPD, but many others uses both slug has overpenetration issue which is more of a problem, it will go thru car doors and remain lethal. federal was selling "tactical" buckshots, which were popular among the police force, because the

Page 57 of 280 ---- Generated from The Bears Pit name tactical on it in fact it's just a reduced- shell.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sun, 16 May 2010 18:50:55 GMT View Forum Message <> Reply to Message i think instead of doing that we can raise the price on the "better" LBE gears sold on BR, so early on you might get it but, it's gonna cost you. after all the main function of LBE gear is to hold stuff. it's kind of annoying constantly changing your LBE gear as the game progresses, dropping all your stuff and pick'em up, re-arrange, etc.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Kaerar on Mon, 17 May 2010 05:23:44 GMT View Forum Message <> Reply to Message You don't have to drop everything, exchange the LBE and the surplus items are redistributed into spare backpack space I believe.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by steelfallenangel on Tue, 18 May 2010 05:10:06 GMT View Forum Message <> Reply to Message hey i just had a idea the other day about a type of item that I dont believe exists ingame.

Has anyone ever done a riot or entry shield?

Sorry if its been suggested before but I dont ever remenber seeing one in any mod.

I mean theres a few ways you could work it out.

I think probally the best method would be to create it as if it was a attachment to armor since i dont think held items can give armor bonus;s. It would have to have a very large weight to limit its ability to be rushed long distances with. That may be the only way to keep it from being abused with a larger gun like a rifle since a soldier wouldn't be able to move far with a rifle plus lbe plus armor and shield. While pistols on the other hand would be light enough.

Just a idea to throw out there

Page 58 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by lockie on Tue, 18 May 2010 06:21:44 GMT View Forum Message <> Reply to Message What real purpose would it serve ?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by steelfallenangel on Tue, 18 May 2010 06:49:44 GMT View Forum Message <> Reply to Message Perhaps riot shield was the wrong term to use. I meant o more imply a entry shield that would be used as a heavy bullet sponge to enter rooms that your not sure about or to act as a psuedo portable cover to get another soldier a cleaner shot while standing without nearby natural cover

The shield itself would offer a heavy bonus to armor buts heavy wieght would limit it from being abused or combo'd with anything heavier then a

Even if you tried to balance it it would probally still be fairly OP but that could be alievated by setting it only as a sci fi option or making it one of the last pieces to be added to bobby rays

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Tue, 18 May 2010 22:14:50 GMT View Forum Message <> Reply to Message lol, when i read the first line i hope you dont mean that plastic thing in CoD 6 that can block a direct RPG hit. well, i guess you can add an entry shield into IoV, but aren't ppl complaining about having too many random junks already? imagine this picture, you're fighting a third world country's 20 men patrol in a jungle, who armed themselves with the most diversed and random armaments world's ever known: AKs, ARs, FALs, G3s, some cheapass chinese rifle, and among them one guy is holding a SWAT NIJ IIIA entry shield. the only place to see this thing in Alruco is, maybe, the two airports, and on the elite guards (i use that term loosely) of the queen's palace, but that's beyond IoV.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by steelfallenangel on Tue, 18 May 2010 22:44:51 GMT View Forum Message <> Reply to Message no i didn't mean the plastic thing from cod but rather the thick heavy metal ones with merely a

Page 59 of 280 ---- Generated from The Bears Pit small bulletproof window slit.

I dont think its too odd. I mean the game has two SWAT operatives, SWAT body armor and a few SWAT custom weapons. I guess the idea doesn't work as well as it might in say UC but its still just a idea.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Hague on Wed, 19 May 2010 03:33:55 GMT View Forum Message <> Reply to Message It could be done now. The issue is animating it. Basically, it's a piece of armor that gives coverage to the head and chest. It's coverage rating is great but it should have a terrible reliability rating.

Edit: Upon consideration, directional values would be necessary as well. So it would require changes to the code and thus a different .exe. Take the directional facing of the target and compare it to the same of the shooter and that applies a multiplier to base coverage calculation.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by steelfallenangel on Wed, 19 May 2010 04:40:45 GMT View Forum Message <> Reply to Message dang I was hoping it would avoid such a drastic change to the code.

But then again that kind of change of the code could lead to a much more realistic armor mod. In which directional facing would determine armors effectiveness with front shots taking the least followed by back then side.

A interesting idea but appears to be beyond the scope of this mod

Thinking back I think it may have been a better idea to not make it a armor attachment but rather a weapon of its own where as a pistol could be equiped to it and act as a weapon attachment like g-launchers. That would elimate the problem of comboing a assault rifle and the shield.

But once again I am probally suggesting things that are beyond the ability of this mod. Since if something like that was easy I would have seen Masterkey underslung shotgun attachments already

Subject: Re: DBB's Instruments of Violence mod 914 Posted by DepressivesBrot on Wed, 19 May 2010 07:31:45 GMT View Forum Message <> Reply to Message If you design it to go in hand slot, why use pistol as attachment? Make it one handed but so heavy

Page 60 of 280 ---- Generated from The Bears Pit that even Grizzly couldn't carry two of them. That way you could use the shield in one and the pistol in the other hand. Oh, and it shouldn't be to strong. I don't know the exact composition of these things, but I doubt it will stop high caliber armor piercing rounds and forget about rockets. Just a thought on the best behavior of that thing. Its usefulness and wether it fits in the setting is another topic entirely. And I don't even want to begin about 'effort to implement' versus 'usefulness'.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Hague on Wed, 19 May 2010 07:37:07 GMT View Forum Message <> Reply to Message Well, you can make it into a HANDPOS only item that has it's own armor class called in the TotalArmorProtection function. Then add a function that checks the target's relative position to the firer (already called in the TotalArmorProtection function) So it will check if the item is ARMOURCLASS_SHIELD and in a hand position. Alternately, you can allow people to use assault rifles with shields but add an exponential CtH penalty based on the size. Probably externalize the figure so you can choose what the smallest penalized size is: CTH penalty = Weapon size^2 or some other figure.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Thu, 20 May 2010 07:30:01 GMT View Forum Message <> Reply to Message check this out. might not solve protection-direction problem but everything else.

Baker Ballistic Patrol "BatShield" is this flexible ballistic shield designed to "free" the wielder both hands to operate firearms. this is the introduction video. http://www.youtube.com/watch?v=abENDwQb2fA this is a live fire testing video, i think this shield is NIJ level IIIA or less. http://www.youtube.com/watch?v=nhGZmXE4tNI&feature=related since it kinda "frees" your hands when you shoot (and thrown on the back when not using), you can set it as an armor attachment, with an AP penalty to movement & action, and aiming penalty, since it adds 12 pounds of weight on your support arm. dual wielding might be another issue.... last but not least, we need people to draw the pictures

Page 61 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by DepressivesBrot on Thu, 20 May 2010 08:54:27 GMT View Forum Message <> Reply to Message Quote:Baker Ballistic Patrol "BatShield" is this flexible ballistic shield designed to "free" the wielder both hands to operate firearms. [...] since it kinda "frees" your hands when you shoot (and thrown on the back when not using), you can set it as an armor attachment, Yeah, he shows that you can use a while carrying the shield, but the limited differentiation in game would allow for anything up to 7.62x51mm machine guns and .50 anti material rifles.

Quote:i think this shield is NIJ level IIIA or less. Yep, it is (defense review, BatShield)

Still, I'm not convinced that this thing can be useful. To get any benefit from it, you would have to get it right at the beginning of a game. As a reminder, NIJ IIIA means protection against pistol calibers and 'soft' projectiles, glaser and hollow point shot from your average pistol / mp in game terms (and buckshot, before someone complains). So it would become useless in later stages, when your average 'camper' sits in his corner with a carbine and armor piecing rounds.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Fri, 21 May 2010 01:08:56 GMT View Forum Message <> Reply to Message well, just an idea, personally i wouldn't want this in game, IoV has too much junk in the trunk already. it wouldn't be realistic anyway, because it would have 360 degrees of protection in game. and having this as an armor insert will not increase the value of armor coverage area either : ( (neither does ballistic goggles and faceshield at this moment)

Subject: Re: DBB's Instruments of Violence mod 914 Posted by steelfallenangel on Fri, 21 May 2010 07:30:35 GMT View Forum Message <> Reply to Message Well its a pity that this is a wash idea but it made me think of something else.

Im not quite clear but does the current code allow for different attachment weapons other then gernade launchers?

I don't believe ive seen the Masterkey underslung shotgun or the Lemat http://en.wikipedia.org/wiki/LeMat_Revolver (a crazy weapon consdering it really didn't have many design flaws)

Page 62 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Fri, 21 May 2010 08:58:17 GMT View Forum Message <> Reply to Message the game ain't programmed that way, exactly how, that's beyond my knowledge

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Minty on Fri, 21 May 2010 12:53:01 GMT View Forum Message <> Reply to Message The Masterkey's one of those attachments that gets requested rather regularly. And the answer's always been the same: Currently, there's no way to implement weapons *other* than grenade launchers as attachments.

Of course, that's not to say it won't be possible in the future. Just look at NIV, and Warmsteel's NAS. NAS, by the way, allows multi-shot grenade launchers (for example the RG6) to use individual grenades, rather than fudging it with degradable "clips" of grenades.

Short answer: Masterkey's been requested often, can't be done.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by steelfallenangel on Sun, 23 May 2010 01:44:27 GMT View Forum Message <> Reply to Message Thats what I figured. It probally could be done in some weak fashion (a maskerkey using the code for a gernade launcher using a specail type of shotgun shell that uses the gernade launcher ammunition code and just give it a extremanly small blast and no shockwave.

But thats alot of work for a half assed attachment

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Wil473 on Sat, 05 Jun 2010 16:47:31 GMT View Forum Message <> Reply to Message HLTV, a future version of the UC/DL/Folding Stock 1.13 Hybrid is in the works, and I'd like to take advantage of the DBB mod's standing offer for other mods to make use of graphics. Thought I should check in with representatives of it in its current form for permissions and specific credits.

So far I am hoping to eventually have the following in my projects:

Guns Graphic Libary 313 QBZ-95

Page 63 of 280 ---- Generated from The Bears Pit 314 QBZ-95B 315 QBB-95 LSW 318 QBU-88 303 Type 05 058 IWI Tavor TAR 21 449 IWI Tavor CTAR 21 763 IWI Tavor MTAR 21 564 IWI Tavor-2 SMG 545 Kel-tec RFB Carbine 546 Kel-tec RFB Target 304 Chang Feng SMG 302 QSZ92 849 H&K IAR 852 Colt IAR 853 LWRC IAR 246 GIAT FAMAS F1 555 455 Beretta RX4 Storm 803 Beretta ARX-160 462 KBP PP-2000 674 Ruger Mini-68 565 Vektor CR21 714 AK-9 879 H&K GR9 294 SAR-21 MMS 452 SAR-21 Standard 897 SAR-21A 395 Para Ordnance P14.45 396 Para Ordnance Slim Hawg 380 MacMillian Tac-50 378 Barrett M82A1M 810 Brick

P1 Graphic Libary 580 5.8x42mm 10rd Mag 581 5.8x42mm 10rd Tracer Mag 582 5.8x42mm 30rd Mag 583 5.8x42mm 30rd Tracer Mag 584 5.8x42mm 75rd Drum 585 5.8x42mm 75rd Tracer Mag 532 5.8x42mm 10rd Match Mag 833 5.8x42mm 30rd Match Mag 834 5.8x42mm 75rd Match Drum

Also I am seeking permission to do some edits to the following: 462 KBP PP-2000 with the stock folded 058 IWI Tavor TAR 21 with a thicker barrel and bipod added to form the STAR version

Page 64 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Sun, 06 Jun 2010 00:23:40 GMT View Forum Message <> Reply to Message Wil473:

Permission Granted! /salute feel free to use anything you like. if your drawing is better we might use yours but just a question on the side, wth do you need the brick for?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by lockie on Sun, 06 Jun 2010 08:06:22 GMT View Forum Message <> Reply to Message He's building a house ? Outhouse maybe , for those 'must dash' moments ?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Mon, 07 Jun 2010 01:43:34 GMT View Forum Message <> Reply to Message the brick in DBB mod is not meant for construction, it's for death and destruction. edit: forgot to mention, version 916 beta just came out with a bunch of tweaks, but only the chinese version so far.

916 will require its own EXE to work properly, because ammo will now give a percentage range bonus, so the value is dynamic. playing without the new exe will result in a huge cut on all weapons' effective range: handgun shotgun and SMGs won't hit the broad side of a barn and sniper rifles must be used in CQB... if you play stomp or ham, don't worry, there will be stomp_iov.exe and ham_iov.exe eventually my concept of effective-range-based-on-aiming-device is yet to be implemented : (

Subject: Re: DBB's Instruments of Violence mod 914 Posted by pnmartin on Mon, 07 Jun 2010 03:20:06 GMT View Forum Message <> Reply to Message Ah, but will there be HAM-STOMP-IOV eventually?

Page 65 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Mon, 07 Jun 2010 06:13:48 GMT View Forum Message <> Reply to Message when was the last time stomp upd...hell, when was last time i see sandro? edit: i thought 1.13 merged HAM already, unless you want to play the newest version of HAM. i don't know what's going on overthere, but are they gonna merge stomp too? if so that would be music to our ears.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Logisteric on Mon, 07 Jun 2010 09:33:33 GMT View Forum Message <> Reply to Message no stomp did not go ham - someone made a newer hamstomp

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Wil473 on Mon, 07 Jun 2010 15:06:07 GMT View Forum Message <> Reply to Message Thank you HLTV. Is there a list somewhere of specific artists? I didn't see a readme in IoV 915, and that website that used to have the list I don't think has worked for my end of the world for some time now.

As far as using stuff from UC-1.13, I've got no problem with its use elsewhere, however the original artists might. I've noted the specifics for as many of the graphics as I can in the documentation, mostly original credits. A good deal of the stuff unique to the Hybrid is from artists shared with DBB/CosPlay/IoV; Tbird and Marlboro Man come to mind. In fact, I believe I am updating the AK9 from an older version by Tbird to a newer version by Tbird. The only thing that is purely my doing is the three flavours of Bushmaster ACR's (I thought about using IoV's but had concerns about the colour scheme not being compatible with the palette).

Brick - Seemed to fit the Urban Chaos motif to have crumbling infrastructure you can throw... As I am thinking now the only way to achieve a reasonable amount of stability is to go in and "fix" each map one at a time (populations), might as well mess around with in-map items. This is going to take some time, the Map Editor is a finicky beast.

Speaking of which, in further leveraging off of IoV, how is mid/late-game stability with the number of items possible/in-play? Specifically how is stability as an item/XML only mod (main SVN v1.13 exe)? Best to get this question in before 916 makes the question irrelevant.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Mon, 07 Jun 2010 21:36:13 GMT

Page 66 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message try http://ca.gun-world.net/ja2mod/p.htm it's a mirror site for ppl outside of China. i dont think the list is up to date tho. pictures of the most recent updates are done by a bunch of people that i cannot name specificly, credit them however you want, it's not like us chinese people had any respect for copyrights. as for the stability of IoV mod..the most common CTD occurs when you use the hotkey to sell all items in sector (i'm not certain if this happens a lot without DBB/IOV). besides that and gameplay balancing issues (enemies wearing EOD armor, etc), people haven't had any issues with stability.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Wil473 on Mon, 07 Jun 2010 23:59:24 GMT View Forum Message <> Reply to Message Hmmm, somewhat awkward, but not the first time someone has implied I'm not acting particularly like my ethinicity...

Thanks HLTV, my particular concern for copyrights (aside from my particular/aberrant sense of honour) is semi-professional. Years of academic life have it ingrained in me that everything must be cited properly. It gets even more surreal when it is your own work you are citing.

The list of stuff I'll be adding has grown. I must say there is an impressive set of launchers in IoV. All those multi-shot launchers will be well served when/if New Attachment System (and its ability to have multiple grenades loaded) is ready for primetime. Any plans to convert the QLZ-87 and QLB-06 from the in-game grenade launcher implementation to "true" explosive ammo?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by HLTVpro on Tue, 08 Jun 2010 03:58:08 GMT View Forum Message <> Reply to Message hey, just kidding about the copyright deal. well i think the magazine fed grenade launchers can stay that way. otherwise, the way kinetic weapon operates in JA2 will make those two either overpowered or underpowered, because JA2 doesn't have a bullet-drop feature, all guns' trajectories are 100% flat, meaning with such grenade launcher, if you miss the target, your grenade could fly all the way across the map and blowup on the invisible barrier. unless the new attachment system came up with some kind of actuall ammo consuming grenade launcher (not like the one that fires ammo from attachments slots), this isn't viable.

Page 67 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Tue, 08 Jun 2010 12:50:51 GMT View Forum Message <> Reply to Message I think I found a missing gun. I wouldn't know if I didn't play AVA in the past, but I'm surprised they missed the most popular sniper rifle in that game:

The TPG-1 (even though it says 7.62x51mm, I think it's actually .338)

I'd also love to see the Firefox FAMAS in this game, but that's unlikely: one two

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by DepressivesBrot on Tue, 08 Jun 2010 13:14:34 GMT View Forum Message <> Reply to Message Quote:The TPG-1 (even though it says 7.62x51mm, I think it's actually .338) Both (and some others). Look here

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Wed, 09 Jun 2010 00:12:29 GMT View Forum Message <> Reply to Message Never_DarktideI think I found a missing gun. I wouldn't know if I didn't play AVA in the past, but I'm surprised they missed the most popular sniper rifle in that game:

The TPG-1 (even though it says 7.62x51mm, I think it's actually .338)

I'd also love to see the Firefox FAMAS in this game, but that's unlikely: one two

A FAMAS F-1 (looks like a straight mag F1 to me) with some flaming redneck paint job, is an insult to the , no offense to you. the TPG afaik is multi-caliber. when it comes to bolt action rifles like these (in contrast to service rifles), especially made by smaller companies, everything could be custom made, some are entirely custom-made. there are a jillion guns we don't have in the game, the thing is there are so few artists drawing for us. dboy doesn't really do artist work (in other words he sucks at it), the other guys are busy with their finals and stuff.

Page 68 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Wed, 09 Jun 2010 01:54:50 GMT View Forum Message <> Reply to Message I wasn't criticizing weapons missing (there have been more than I'll ever use since 1.13, even without DBB), I was just surprised since the TPG-1 is so ubiquitous (and annoying) in AVA.

Mind you, it was the Koreans that came up with that paint job. That gun is fun to use (it fires ridiculously fast) but it's more a novelty than anything (the FAL and 416, neither of which are in the American version of the game, are both infinitely better).

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Wed, 09 Jun 2010 02:31:47 GMT View Forum Message <> Reply to Message well, none of us played that game...we always laughed at CoD Modern Warfare series for its firearms "realism" and i dont think this AVA game is much better than COD. that Famas F1 just reminded me of this

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Thu, 10 Jun 2010 05:33:31 GMT View Forum Message <> Reply to Message updated.

916 full is available for download on svn address is in the first page, along with the link for v916 patch.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Vict on Thu, 10 Jun 2010 11:07:35 GMT View Forum Message <> Reply to Message With a new version, comes bugs!

Mercs once again, are wearing helmets on their chest and vests on their legs/heads. I used the update patch, though I'm probably going to do a clean reinstall (Argh) to check.

Page 69 of 280 ---- Generated from The Bears Pit I'll do a clean reinstall whenever I get around to it... yeah. Whenever.

EDIT: Uhh... before I do that, I'm going to wait for a .rar or something with the mod install in it. I don't use SVN updater tools.

Oh, and the engrish is back.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Thu, 10 Jun 2010 22:57:23 GMT View Forum Message <> Reply to Message yeah we got that too, it has nothing to do with your install. apparantly there's a mistake in the item #. as for the engrish problem...i'll see to it. you know i haven't played JA2 for almost half a year, same for Dboy. expect an update within the next 24 hrs. meantime i'll take the dl link down i apologize for this inconvenience.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Vict on Fri, 11 Jun 2010 09:43:51 GMT View Forum Message <> Reply to Message It's not a problem, it happens.

Though, it makes me wonder if any actual playtesting goes into the mod before it's put up for download, I know that you aren't at fault. You just share the link.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Fri, 11 Jun 2010 18:21:59 GMT View Forum Message <> Reply to Message sadly, nope none of the people involved actually play the game anymore, we're doing this just because we're doing it... but from now on i won't post the update in BP till i get some feedback from our side, altho you can still get them off of SVN.

Page 70 of 280 ---- Generated from The Bears Pit 917 is out btw, fixed the said bugs but i'm gonna wait and see...

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Randok on Fri, 11 Jun 2010 20:30:01 GMT View Forum Message <> Reply to Message I am constantly on this forum. I am interested in either new for the JA. Your IOV, too. I checked daily update IOV. I have a lot of pleasure and fun when I can see what's being done and how it is with this game. I hope they still do another update.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Fri, 11 Jun 2010 21:55:00 GMT View Forum Message <> Reply to Message I love this mod, although I'm sticking with 915 until somebody gets an .exe that will run with STOMP and HAM and stuff. Or maybe there is one and I'm just ignorant.

Having a problem though. I felt like screwing around with the M72 Gauss Rifle (it's one of my favorite weapons everrrrrrrr) and added it to the IMP items list, as I personally just customize the starting items to get myself some basic, but decent, gear for all of my team. However, it never showed up in my inventory, nor did some random "NOTHING" item show up. I was able to get other Tons of Guns and sci-fi weapons to show up (WSG2000 is beast, or as implied by the MEN ammunition, manly) but no go for the M72. I'm using STOMP + HAM 3.5 + IOV 915. Can anybody help?

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Lokadamus on Sat, 12 Jun 2010 13:35:56 GMT View Forum Message <> Reply to Message When i start with Ja2_en_iov.exe, i can't buy anything from Santos oder Frank. With normal ja2.exe i can buy scopes and some other stuff for 1$. Will it be fixed? i use 915 and 916 and both version make this bug.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sat, 12 Jun 2010 17:58:45 GMT View Forum Message <> Reply to Message Randok: thx, the next patch will be here soon.

Never_Darktide: AFAIK STOMP incorporated HAM 3.4 (or 3.5, can't remember); and 1.13 incorporated ham by default. a exe for IOV_STOMP is being written at this moment, i dont know

Page 71 of 280 ---- Generated from The Bears Pit how long is it gonna take. The two "programmers" (use that term loosely) we have work pretty hard but they ain't pros, so bear with us; as for the impitemchoices.xml, make sure you edit the correct one (for example, your xml may point to one folder but the game picks up this setting from another xml in another folder, especially when you play STOMP) lokadamus: we're having the same problem, that's being worked on. as soon as it's solved i shall put the updates back on.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by wolf00 on Sat, 12 Jun 2010 18:22:30 GMT View Forum Message <> Reply to Message dbb 917 is online now ... dowloading from dowloading page is slow... dbb mod make big progres,working for this time much better .. from begining i have in my nemory old ver from 5*** series ... good old times ....

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sat, 12 Jun 2010 21:46:29 GMT View Forum Message <> Reply to Message wolf, i didn't post the link for a reason, can't you please freaking read the post?

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Sat, 12 Jun 2010 23:28:38 GMT View Forum Message <> Reply to Message HLTV: Thanks, I'm not in a huge panic for the IOV_STOMP exe or whatever - I'm having enough fun with the game as it is. I'm just dumbfounded as to why one particular item (THAT I REALLY WANT, hehe) would be getting cut out. I actually got rid of one of the impitemchoices.xml files because it was redundant and canceling out my edits through XML Editor, but this had exactly the desired effect - my changes now occur immediately without me having to copy/paste stuff.

I try to put the gun on the "Default Items" list with the 20-some other things I have, and after making my IMP (I go through the whole process, not using 90210 or other shortcuts) it doesn't show up in the inventory list, ammo or otherwise.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sun, 13 Jun 2010 07:10:40 GMT

Page 72 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message must have something to do with the programming, i get that too sometimes. sometimes i get the item in my inventory, but it disappears after i click it. makesure you know what each cell in the xml do also, looking it up in the xml editor, there are "# of items" and " choices" on the far left, make sure you set them up right. with too many items, you may get the same items twice or three times while none for the others. if you absolutely have to have 20 some items at the beginning of the game, use map editor to put them at the LZ.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by wolf00 on Sun, 13 Jun 2010 19:34:16 GMT View Forum Message <> Reply to Message HLTV:ok im editing my prewious posting link to is now disabled ... my game have last fix,working witchou any problems .... svn 1224/iov 917[O.I]

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sun, 13 Jun 2010 21:20:56 GMT View Forum Message <> Reply to Message but most players are getting the same old problem where you can't buy from certain merchants. i'm waiting on the patched exe for that problem

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by wolf00 on Sun, 13 Jun 2010 21:31:49 GMT View Forum Message <> Reply to Message pre-relase for public testing,maybe in small numbers, maybe can help solved this problems.. unfinished but stable for play & for fixing bugs...

"same old problem where you can't buy from certain merchants" please write me here name+locations on map.. i try it... sorry for my mistake ...

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Sun, 13 Jun 2010 23:38:41 GMT View Forum Message <> Reply to Message

Page 73 of 280 ---- Generated from The Bears Pit HLTV: Hehe, I'll probably do that since I think I covered all my bases with the XML editor. Thanks for the help.

Noticing another issue though, one that was previously not an issue: the AN/PVS-24 and PKN-032 night sights, which are supposed to be compatible with other scopes to add NV capabilities are not. At least I know that's the case for the AN/PVS-24 as it is described so in the description, and I assume the PKN-032 is the Russian counterpart. It's not a fatal issue (nothing ever is with me unless I can't play JA2 at all ) but the strange thing is I'm pretty sure this was not the case in some previous versions of DBB (I remember it worked in Possum v4 or whatever). Just a heads up and thanks again for your support.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Mon, 14 Jun 2010 00:28:56 GMT View Forum Message <> Reply to Message it's cool wolf, i apologize for overreacting. anyhow, according the the players, in all merchants's diaglog menus, the buy/sell is replaced by "give", so you cannot initiate trade menu at all. it must have something to do with the exe.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Mon, 14 Jun 2010 00:30:46 GMT View Forum Message <> Reply to Message Never_DarktideHLTV: Hehe, I'll probably do that since I think I covered all my bases with the XML editor. Thanks for the help.

Noticing another issue though, one that was previously not an issue: the AN/PVS-24 and PKN-032 night sights, which are supposed to be compatible with other scopes to add NV capabilities are not. At least I know that's the case for the AN/PVS-24 as it is described so in the description, and I assume the PKN-032 is the Russian counterpart. It's not a fatal issue (nothing ever is with me unless I can't play JA2 at all ) but the strange thing is I'm pretty sure this was not the case in some previous versions of DBB (I remember it worked in Possum v4 or whatever). Just a heads up and thanks again for your support. thanks for the heads-up, this should be solved along with the exe's problems.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Mon, 14 Jun 2010 02:36:30 GMT View Forum Message <> Reply to Message A couple (edit: one) other thing(s):

Are Desert Eagles not supposed to be able to use match sights? Again, I know they have been

Page 74 of 280 ---- Generated from The Bears Pit able to in previous versions, but the strange thing is that in XML editor, it still shows their default attachment as being the match sights.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by wolf00 on Mon, 14 Jun 2010 10:05:22 GMT View Forum Message <> Reply to Message HLTV:on boby rays eshop:conv. kits have now their section,this is excelent idea,this cab implent to standart svn ... i see some nice new grafics on items+some new ammo types ...

not probably bug but some small "fly" meltdown B93R have magazine capacity 20,at start game you have magazines for B92 15 rounds capacity,i think this can be easily fixed witch some game/item editor,excample:this merc have gun for 18 rounds but have in invetory standart magazine at 15 rounds capacity grunty/igor/barry,gus[have gun for .223,but have 5.56x45 x4 in inventory]

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Wed, 16 Jun 2010 03:04:13 GMT View Forum Message <> Reply to Message Never_DarktideNoticing another issue though, one that was previously not an issue: the AN/PVS-24 and PKN-032 night sights, which are supposed to be compatible with other scopes to add NV capabilities are not. At least I know that's the case for the AN/PVS-24 as it is described so in the description, and I assume the PKN-032 is the Russian counterpart. It's not a fatal issue (nothing ever is with me unless I can't play JA2 at all ) but the strange thing is I'm pretty sure this was not the case in some previous versions of DBB (I remember it worked in Possum v4 or whatever). Just a heads up and thanks again for your support.

Bah! I made another mistake, that's about 10 worthless posts in the last week, hahaha...the PKN-032 is a stand-alone night reflex sight, and the AN/PVS-24 works with a very limited number of scopes, including the ACOGs, but not the UltiMAK ACOGs, which is where I got confused. I've also gotten stuff to show up in A9 and just steal it all before I head off to kill things (this has included a gauss rifle and plenty of 2mm ) so thank you for the tips.

Subject: Re: DBB's Instruments of Violence mod 915 *updated*

Page 75 of 280 ---- Generated from The Bears Pit Posted by Jinxed on Fri, 18 Jun 2010 23:15:53 GMT View Forum Message <> Reply to Message If one would copy the mod over to the data folder and skip the .exe would they be blessed with updated items but loose out on the merchant bugs and range patch?

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Sat, 19 Jun 2010 03:22:37 GMT View Forum Message <> Reply to Message JinxedIf one would copy the mod over to the data folder and skip the .exe would they be blessed with updated items but loose out on the merchant bugs and range patch?

Short answer: Yes.

Long answer: I still use 915 (which you don't really need an exe for); I just copy the IOV files into my Data-1.13 folder, allowing overwrites, and everything works.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Sat, 19 Jun 2010 17:30:37 GMT View Forum Message <> Reply to Message I just want the benefits of updated weapons xmls. I started a fresh game and hired ivan and his VSS vintorez has ammo capacity of 10... One of my fav weapons. I know it can take clips of 20 easy. Now I know someone would just tell me change it yourself but I'm just under the impression that the VSS is not an isolated incident... Can someone please pm me a link to the new version please?

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Sat, 19 Jun 2010 19:55:30 GMT View Forum Message <> Reply to Message No, this is not the only place I've seen the Vintorez use a 10-round clip (but you're right, it can take 20-round clips). You could certainly change it to 20 in the XML editor, though, by finding it on the weapons list -> Weapons tab -> Guns sub-tab and change Capacity from 10 to 20 (okay, that last step was probably kind of obvious ).

Actually, there is no 916 or 917 version available (at least for us) yet. I would wait for HLTV to offer his opinion, as he is the primary expert of this thread.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Sat, 19 Jun 2010 20:43:55 GMT

Page 76 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message I know all about editing, but I'm under the impression that it was a mistake? On the other hand they made 10 round clips so it's intentional but what threw me off is that Ivan had the 20 round ones with him :/ I wonder how many more surprises it has in store. Well, just gonna have to edit stuff as I go along.

Another thing, what is SCI FI when it comes to weapons? Because I can see a mixture of weapons that had prototypes, nearly made it to production, concept weapons that never got into the prototype stage and weapons that belong in a Hollywood movie. Seems to be kind of a weird mixture. oops another edit.

I love it how M.E.R.C. mercs got the worst equipment ever. Gaston with an SKS!? Stogie sporting a mini ruger? Lol. I think it really fits the organization.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Sat, 19 Jun 2010 21:22:49 GMT View Forum Message <> Reply to Message It's more likely that they messed up on Ivan's magazines, although I don't know. The AS Val, which is very similar to the Vintorez, has 20 round clips; maybe they got confused somewhere, I don't know.

I think the sci-fi category ought to be re-evaluated; I think it's always tried to separate the "super rare high tech crazy uber guns!" from the rest of the guns, but the G11, CAWS, OICW, XM8, etc. are very real weapons and should be given the proper treatment. Of course, that would make the differences between realistic and SF only a few guns (rocket/pulse/gauss rifles, pretty sure the M23A2 as well) and the crepitus. But sometimes things just turn out that way.

I know a lot of characters haven't had their loadout changed at all. None of the NPCs (D., Joe, terrorists, etc.) have had their stuff altered (you can tell because they all have Commandos, AUG-A2s, etc.), and a lot of the MERCs and RPCs just got one or two LBE items.

If DBB mods weren't superseding each other so quickly I would maybe make some new .xmls (for enemy equipment selection as well, because the whole WW2 thing in the beginning of the game is starting to irritate me) just to "normalize" things. Then again, maybe I can, if I don't replace certain .xmls. Hmm...

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Sat, 19 Jun 2010 21:45:56 GMT View Forum Message <> Reply to Message I started a game and employed all top mercs to steal their equipment. But then I got that guilty

Page 77 of 280 ---- Generated from The Bears Pit feeling in my gut and decided to restart and go with normal progression. I did notice the MG42 in really bad shape which makes sense since it was probably stolen from a museum.

Shame about the loadout.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Sun, 20 Jun 2010 03:28:01 GMT View Forum Message <> Reply to Message The problem with stealing the top mercs' equipment is that you'll often not be able to find the ammo you need for awhile. Snipers ho!

Yeah, the WW2 weapons just bother me. I realize they almost always show up in terrible condition, but I didn't know Arulco had enough antiques and museums to pull off WW2 battle reenactments.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Sun, 20 Jun 2010 16:27:11 GMT View Forum Message <> Reply to Message Yeah a bit of a Silent Storm going on there. It makes sense that at the beginning you would face enemies using outdated rusty equipment, but we're talking AKs here. Also, I found a few m24a3s in farm lockers and other random places. You would think that the Arulcan army is better equipped than random farmers.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sun, 20 Jun 2010 23:55:42 GMT View Forum Message <> Reply to Message sorry guys, i've been busy IRL. just finished drilling with the navy reserve clowns today and i'll post the updates. keep an eye out for the main page, IoV 918 and change log will be up in a few mikes.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Mon, 21 Jun 2010 01:10:00 GMT View Forum Message <> Reply to Message STOMP SUPPORT!?

OMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFG

Page 78 of 280 ---- Generated from The Bears Pit Good thing I haven't gotten beyond Drassen in any of my games.

Edit: I guess I should ask before I go all out: which version of 1.13 and HAM was this made using? Is it going to matter?

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Mon, 21 Jun 2010 04:42:53 GMT View Forum Message <> Reply to Message it's made with the source code found in the stomp 1.0a thread should be up to date.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by okashii on Mon, 21 Jun 2010 10:30:06 GMT View Forum Message <> Reply to Message Oh man thanks so much HLTV =] This is going to be sweet, time for another one of my solo adventures.

Darn, I'm getting a runtime error when I try to play STOMP, any ideas what I might be doing wrong?

Ok, I noticed that I don't have a stomp folder in user profiles so I added an empty folder named userprof_JA2hamstomp and now the main menu starts but I get the following errors:

The value [Scouting][SHOW_MESSAGE_IF_AMBUSH_PREVENTED] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Scouting][PREVENTS_BLOODCATS_AMBUSHES] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Scouting][PREVENTS_ENEMY_AMBUSHES] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Scouting][ALLOW_DETECTION_IN_DIAGONAL_SECTORS_TOO] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Scouting][CAN_DETERMINE_ENEMY_NUMBERS_IN_SECTORS_AROUND] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Scouting][CAN_DETECT_ENEMY_PRESENSE_IN_SECTORS_AROUND] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Doctor][SHOW_MESSAGE_ABOUT_STATS_REGAINED] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Martial Arts][PERMIT_EXTRA_ANIMATIONS_TO_EXPERT_MARTIAL_ARTS_ONLY] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.

Page 79 of 280 ---- Generated from The Bears Pit The value [Gunslinger][CTH_MP_EXCLUDE_AUTOFIRE] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [STOMP Settings][ENABLE_CHANCE_OF_ENEMY_AMBUSHES] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [STOMP Settings][CAMO_REMOVING] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [STOMP Settings][ENHANCED_CLOSE_COMBAT_SYSTEM] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [STOMP Settings][ASSIGN_TRAITS_TO_MILITIA] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [STOMP Settings][ASSIGN_TRAITS_TO_ENEMY] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [STOMP Settings][RESTRICT_EXTRA_AIM_LEVELS] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [STOMP Settings][SOLDIER_TOOLTIP_DISPLAY_TRAITS] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [STOMP Settings][DYNAMIC_IMP_PROFILE_COST] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][NO_ENEMY_DETECTION_WITHOUT_RECON] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][CRITICAL_LEGSHOT_CAUSES_AP_LOSS] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][FRIENDLIES_AFFECT_TOLERANCE] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][HUMVEE_OFFROAD] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][MANUALLY_SELECT_MINE_TO_RUN_OUT] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][SHOW_MSG_FULLY_SUPPRESSED] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][ALTERNATE_PROGRESS_CALCULATION] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic HAM Settings][LEADERSHIP_AFFECTS_MILITIA_QUANTITY] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.

Also I cannot change any of the initial game settings.

Page 80 of 280 ---- Generated from The Bears Pit Hmm another wierd thing is that the non stomp IoV exe seems to work well but when I have taken over Drassen and went to see the Bobby Ray's selection, it had only the 1.13 items, as if the IoV item files didn;t "kick in". I did clean install for everything but I'm still doing something wrong :/ Any help greatly appri..(stupid long words >_< me give you a cookie for help)

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Mon, 21 Jun 2010 18:13:40 GMT View Forum Message <> Reply to Message Looks like it cannot detect your ini. Probably the problem lies within ham versions. Did you use the latest svn? If so, you realise that stomp1.0a has ham 3.5 built in? Could be creating some sort of problem there.

PS Could I ask for the next IoV to be ham 3.6 please? Or even better 3.6 ham + Stomp combined would be something of such pure awesome it would cause this thread to explode.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by okashii on Mon, 21 Jun 2010 18:26:26 GMT View Forum Message <> Reply to Message The 1.13 version I used for the install is 3356, not sure if it's too new or old to cause the problem and yeah I know stomp uses 3.5 ham. [I played the stomp before with wildfire maps and aim, great fun] Any ideas if I have to check ini files for correct folder paths etc? or edit manually which version I want to play? [I saw it in a ini file, had 1 IoV stomp and 2 chinesse options]

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Mon, 21 Jun 2010 18:48:59 GMT View Forum Message <> Reply to Message 3356 is the newest one which has ham 3.6 in it. You are probably overwriting the ini file found in your data folder. But I'm no expert.

The best thing to do is to install gold and then use one of the one click installers. Not sure which one but read here http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=172234&page=1

After that install IoV.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by wolf00 on Mon, 21 Jun 2010 18:58:20 GMT

Page 81 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message

for hltv: here is images for .22 vmr on boby ray show box for .458 socom

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Mon, 21 Jun 2010 19:00:54 GMT View Forum Message <> Reply to Message Also, I don't suppose overwriting the data files but not using the exe would case problems?

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Mon, 21 Jun 2010 19:51:01 GMT View Forum Message <> Reply to Message I am trying to figure things out. It is not easy.

The newer 1.13 versions (since 3310, I believe) have HAM 3.6 integrated and use a new .ini format. Unfortunately, STOMP was released for version 3307 of 1.13 (just a bit too early...DAMN) and thus the .ini uses the old format. STOMP also incorporates HAM 3.5, comes with its own .ini files, etc. I've been using 1.13 3305 and it works fine with STOMP (3307 is not available anywhere that I've seen, although I'm sure Kaerar is hiding it somewhere) but unless somebody can either set up STOMP independently of HAM or else set it up with a new .exe to use 3.6, you're stuck with 3.5 for now.

So I think what you'd have to do to make the best use of IoV 918 with STOMP would be this:

1. Install game, blah blah blah 2. Install 1.13 version 3305 3. From vfs_iov918_full.7z, copy all files from Data-IoV to your Data-1.13 folder 4. From IoV_Stomp.rar, copy Data-HAMSTOMP, JA2_STOMP.ini, ja2_stomp_iov_en.exe, and the vfs ini file that says 113 twice into your main JA2 directory 5. Run the game with the .exe you just unzipped

HLTV, correct me if I'm wrong. Things are starting to get rough as far as explanation goes, so I'm leaving my installation as is for now.

Page 82 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Tue, 22 Jun 2010 05:52:22 GMT View Forum Message <> Reply to Message hmm...you didn't install stomp bro... iov_stomp is only a "patch".

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by okashii on Tue, 22 Jun 2010 08:33:28 GMT View Forum Message <> Reply to Message [facepalm] You are correct HLTV, thanks =] It works great now, here is your imaginary-reward-everlasting-chocolate-chip-cookie, type [nom nom] to use. Small feedback/suggestions after the first few moments of the new game: - An IMP with stealth skill should get a free silencer [imo it makes more logical/tactical sense, I got a LAM instead which would be good if I had taken night ops during the IMP creation] - The Colt Python .357 looks awesome but it would be even cooler if it had that revolver reload sound instead of a clip one. - The .44 Magnum still only has 2 ammo types to choose from, in alpha item mod it had more which was nice. - very nice pictures of the new attachments More feedback later when I have some time to play.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Never Darktide on Tue, 22 Jun 2010 14:00:00 GMT View Forum Message <> Reply to Message HLTVhmm...you didn't install stomp bro... iov_stomp is only a "patch".

Whoops. Duh. Of course I forgot that part. I just wasn't sure. Thank you for clarifying it for me. Now I think I'll go try to set it up

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Wed, 23 Jun 2010 00:10:45 GMT View Forum Message <> Reply to Message wierd. i did setup stealth = pistol silencer (which can be used with all beginning 9mm SMGs), if it's STOMP_iov you're talking about; however, STOMP seems to read the xml in a "funny" way, things dont always turn up as intended; the LAM is meant to show up if you pick Gunfighter (expert gunslinger), along with another handgun (since ambidextrous just won't add any item at all)

Page 83 of 280 ---- Generated from The Bears Pit you're right about the sound effect problem, this should be fixed in the next version as for the .44mag...well, the popular (and known to me) .44 magnum cartridges are hardball FMJ, JSP/SP and JHP, and of course the glaser safety slug; while in the game we have FMJ (as standard) and JHP, the FMJ offers better penetration and JHP for expansion which in turn increases stopping power against unarmored target. and the differences between JSP,SP HP and JHP are not very significant to be implemented into the game; so besides the safety slug, i dont see any other ammo we can add. is there some kind of boat tail match grade .44 MAG that i dont know of? thx for the feedback p.s: and you reminded me of the attachmen pictures. i forgot to give Razer credits! he's the one who drew half of the new attachment pics!

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by okashii on Wed, 23 Jun 2010 08:35:30 GMT View Forum Message <> Reply to Message Thanks for the reply HLTV, I did pick Gunfighter so it explains the LAM, but still no silencer after choosing stealth.

You are probably right about the .44 magnum ammo, as far as realism goes, I've just been spoiled a bit by alpha item mod in my previous playthrough ^_^ It has more ammo variations, and ammo types differ a bit more. For example in your IoV there doesn't seem to be any difference between AP & HP ammo between calibers [9mm AP is just as good as 5.7mm AP etc.] But it's a small price to pay for so much awesome gear to choose from =] Also I like grenades much more than those in AIM (which do like 20damage - not worth it imo) What else..oh, the enemies attack sectors more often and in larger groups than in standard novice 1.13, but there is no overkill for this level of dificculty.

Small gear advice for anyone who wants to play a gunfighter: FN FNP-45 pistol with .45 KTW ammo is awesome, 14round mag, good range for a pistol, silent (5 noise with silencer) and fast to shoot. CMMG pistol + extender + r.stock + ISM-4x-IR sight + 5.56mm match ammo = 32range (+20%bonus) pistol sniper rifle thats fast to use (~10AP per snap shot depending on exp. lvl) throw in a AN/PVS-24 night vision scope [in front of the first one!] and own the night ^^

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by wolf00 on Wed, 23 Jun 2010 18:40:50 GMT View Forum Message <> Reply to Message hltv:

Page 84 of 280 ---- Generated from The Bears Pit http://www.fsdip.com/website/VBRBelgiumHome/English/VBRB46x30mmammo/VBRB44Magnum ammo/44MagnumArmorPiercing/tabid/401/Default.aspx

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Wed, 23 Jun 2010 21:30:52 GMT View Forum Message <> Reply to Message the differences between calibers of auto-loading handguns are just not very noticable in game. it is the weapon that matters more. as for the 9mm AP vs 5.7mm case, you gotta know that 5.7mm is a highly overrated miracle peashooter round. it works, but just not as good as you see them in the movies and videogames. i'd take any large caliber AP over 5.7mm. wolf: ah, of course the belgium VBR catridges. just didn't know they had a .44mag variant.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Wed, 23 Jun 2010 22:33:03 GMT View Forum Message <> Reply to Message [quote=HLTV]the differences between calibers of auto-loading handguns are just not very noticable in game. it is the weapon that matters more. as for the 9mm AP vs 5.7mm case, you gotta know that 5.7mm is a highly overrated miracle peashooter round. it works, but just not as good as you see them in the movies and videogames. i'd take any large caliber AP over 5.7mm. [/quote

I don't get it. the 5.7 is a low caliber round of modern design with high armor penetration that performs better than the 9mm. We are saying this is not reflected in the game. Of course it's not as good as 7.62 but that's not the point. http://www.fivesevenforum.com/viewtopic.php?f=18&t=57 look at 4.6mm http://video.google.com/videoplay?docid=-5342190746854009945&ei=kJf9Sf3yF6ei2wKhmvmMC Q&q=9mm+4%2C6mm+gelatine+ballistic# and at the end look at the poor 9mm http://uk.video.yahoo.com/watch/3342632/9378480

Subject: Re: DBB's Instruments of Violence mod 915 *updated*

Page 85 of 280 ---- Generated from The Bears Pit Posted by HLTVpro on Thu, 24 Jun 2010 06:36:59 GMT View Forum Message <> Reply to Message that's 9mm, not 9mm AP, if you're comparing penetration. when it comes to penetration i always prefer a heavier bullet with a solid core. i'm not saying velocity is not good, but when it reaches certain point, bullets will have a fragmentation effect on impact (just look at SS109/M855) and spent most of its energy deforming itself rather than the object behind. where as heavier bullets (7.62x39mm M43 for example) shoots clean holes.

what i mean was, if you compare 9mm AP to 5.7mm SS190, of course they have different performance in the real world but the results are not so much and when we implement them into the game, it's hard to tell. the belgium 9mm VBR saboted round for example, can shoot thru a 4mm titanium plate and a NIJ LV II vest, is that so much different from 5.7mm SS190? probably, if you get into a debate of ballistics, but in the game that difference is so insignificant.

.50AE and .454 Casull for another example, some consider them the as the most powerful rounds for autoloader and . in term of ballistics, .50AE is not close to .454 casull by a long shot. however, all that difference in FPS and FPE only means 1 or 2 points difference in dmg.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by wolf00 on Thu, 24 Jun 2010 18:49:44 GMT View Forum Message <> Reply to Message http://alamoammo.com/cart/shotgun-ammunition/410-ammo/410-flechette-3-inch-5ct one for caliber .410g

.44magnum http://alamoammo.com/cart/pistol-ammunition/44-mag/44-sp44-mag-cci-shotshells-10-ct http://www.ammogarand.com/30-carbine-m27-tracer-bando.html http://www.conjay.com/Ammunition%20for%20Armor%20Testing%20WW2%2030%20Carbine.ht m

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Thu, 24 Jun 2010 23:25:48 GMT View Forum Message <> Reply to Message

Page 86 of 280 ---- Generated from The Bears Pit Jesus Christ I didn't know such a thing existed. Talk about over compensating.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Vict on Fri, 25 Jun 2010 02:01:16 GMT View Forum Message <> Reply to Message Time for a bug report:

I'm using the IoV918/STOMP/HAM package, and I killed Doreen in Drassen... she dropped money, a key, and an M24A3 SWS sniper rifle.

That's a bit... weird, I'm guessing an items number was changed and not updated for the NPCs?

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by LootFragg on Fri, 25 Jun 2010 04:41:52 GMT View Forum Message <> Reply to Message Edit: This is an answer to HLTV.

Oi. I haven't read the thread and I don't know the mod, I just like STOMP.

Listen, STOMP changes traits and the whole way they work and stuff. It adds and removes traits, which basically means they are not in the order and "shape" they were in using vanilla and all the mods that don't change jack.

I currently don't have a precise list of old traits and new ones, but if I recall correctly, you can find one in the STOMP trait, if not in the new one, then in the old one. If everything fails, I did find out about the constellation pretty quickly. Use the proedit located in your binary files folder to find out which merc holds which traits... although I don't suppose it supports the 3 trait system.

For explanation: The game doesn't actually assign named traits to mercs. Mercs hold numbers that belong to traits and the game calls the according trait from a list that assigns trait names and features to these specific numbers. That's why the merc trait assignment stuff had to be changed from the ground up in order to maintain an intuitive trait distribution, which is all Sandro's work. *praise* If you now modify the equipment assigned to specific "traits", meaning to numbers, the game looks for that number and then calls the trait. You have to find out which new trait corresponds to which number (check for the list) and then modify the starting equipment for that number, if necessary translating the old traits to their corresponding numbers as well.

I'll just check and if I find anything, I'll add it. If I don't, give a shit. It's pretty easy to find out anyway.

LootLandLol

Page 87 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Kaerar on Fri, 25 Jun 2010 05:20:57 GMT View Forum Message <> Reply to Message VictTime for a bug report:

I'm using the IoV918/STOMP/HAM package, and I killed Doreen in Drassen... she dropped money, a key, and an M24A3 SWS sniper rifle.

That's a bit... weird, I'm guessing an items number was changed and not updated for the NPCs? Yup for some reason the MP5 and the M24A3 have been switched. Odd as I thought she was equipped with it in proedit, which results in even odder problems.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Fri, 25 Jun 2010 08:46:40 GMT View Forum Message <> Reply to Message Vict & Kaerar: ok, that's noted. it's even worse if WF mapmod is installed. you LSAT caseless machinegun can be found in warehouses in various locations.

Lootfragg: thanks. when STOMP first came out i actually made a list of old and new traits, personality and disability and enjoyed changing the AIM and MERC mercs around and i dont think that has anything to do with IMPitemchoices.xml it's the way that the STOMP exe is written i suppose, that can't assign item properlly at the beginning of the game.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Fri, 25 Jun 2010 17:09:55 GMT View Forum Message <> Reply to Message HLTVVict & Kaerar: ok, that's noted. it's even worse if WF mapmod is installed. you LSAT caseless machinegun can be found in warehouses in various locations

So I take it that the m24a3 found in farmhouses around omerta and even in the first sector in was not intentional? I'm using WF maps and smeagols update.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by wolf00 on Fri, 25 Jun 2010 20:04:15 GMT View Forum Message <> Reply to Message

Page 88 of 280 ---- Generated from The Bears Pit old bug from 915 ...svn 1024/3329.exe

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sat, 26 Jun 2010 18:11:51 GMT View Forum Message <> Reply to Message JinxedHLTVVict & Kaerar: ok, that's noted. it's even worse if WF mapmod is installed. you LSAT caseless machinegun can be found in warehouses in various locations

So I take it that the m24a3 found in farmhouses around omerta and even in the first sector in was not intentional? I'm using WF maps and smeagols update.

Nope, it's a conflict in item number and NPC's item list.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Sun, 27 Jun 2010 00:05:52 GMT View Forum Message <> Reply to Message Tony claims that the 10mm delta elite is not a weapon. When he told me he didn't want the throwing axe I was like meh, but he must be high to pass on a colt.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sun, 27 Jun 2010 07:22:00 GMT View Forum Message <> Reply to Message Jinxed: roger dodger. wolf: 915 you said? we're on 918 right now bro.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by wolf00 on Sun, 27 Jun 2010 18:00:40 GMT View Forum Message <> Reply to Message screen is from dbb 918,this bug is still alive

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by ironmonger on Sun, 27 Jun 2010 18:12:48 GMT View Forum Message <> Reply to Message Minor issues, but all the same...

Page 89 of 280 ---- Generated from The Bears Pit - Both Sten are full-auto only (IRL they're selective-fire). - Unloading a sometimes produce 10 loose .30-06 round, no 8-round clips. - You still may wear both Multicam BDUs and a parka at the same time, bonuses stacking up. - Accuracy on the AK-74 (and AK-74M) is a lousy 3.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by wolf00 on Sun, 27 Jun 2010 19:18:20 GMT View Forum Message <> Reply to Message http://www.mediafire.com/?yaeyagwwwnh here is my quicksave,fox have bugy gun + ammo,please try load ammo in merc inventory

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Mon, 28 Jun 2010 07:26:57 GMT View Forum Message <> Reply to Message thx for the feed back. but i think the last one is done on purpose. dont wanna get into a debate on Ak74's accuracy and and 5.45mm's ballistics but just look at how close together the front and rear sights are.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by ironmonger on Mon, 28 Jun 2010 16:45:46 GMT View Forum Message <> Reply to Message Allright... might just be my personal perception... scored better with the '74 than with the G3, back in the days after German re-unification... guess I'm a bit biased here.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by okashii on Mon, 28 Jun 2010 17:51:20 GMT View Forum Message <> Reply to Message I've finished my solo playthrough and had a really fun time =] Few things I've learned by playing IoV:

A single IMP can carry up to 52 Javelin rocket launchers [25Kg each] Which makes training Strength and Health very easy [via the order to go far away on map and then cancle the travel route trick] But you do need to have a spare million $ =]

Page 90 of 280 ---- Generated from The Bears Pit Mortar is awesome against tanks. [Pretty obvious but I always used to bother with rochet launchers]

I've spent a very long time trying to decide what weapon to use, aside from the .45 cal FN pistol, besides I've wanted to try something else than VSSK Vychlop which has always served me well. After a lot of testing I've found a really awesome weapon combo: Saiga 12 shotgun + Rifled choke + corsak laser + night vision reflex scope (I think it was the 032 model) + frag shells (explosive) = a smile on your face and a lot of pain for your enemies. [I don't use the 12 gauge 20 round mag adapter because 8 round mags were easier to carry for me] I know it's loud (which may be a flaw depending on the situation, but makes fight quicker when nearby enemies are eager to find you and get killed ;]) it will kill most of the enemies in one shot (especially if you aim for the head) 2 torso shots if the enemy is more heavily armored. I fight at night whenever I can so the range was very nice. If you have been neglecting shotguns as a choice like me - try it - it will easily make it's way to your list of favourite weapons =]

One more observation - After I finished playing IoV I decided to try out the new vesrion of Alpha item mod, but very quickly I started to miss all the wonderfull gear, LBE, attachments, grenades that do damage, tons of guns..I think it nicely shows how awesome HLTV's mod is: When you are not playing it - you will miss it.. ..and then quickly get back to it for another awesome playthrough ^_^ So big thanks to HLTV for giving us so much fun =]

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Mon, 28 Jun 2010 20:07:40 GMT View Forum Message <> Reply to Message ironmongerAllright... might just be my personal perception... scored better with the '74 than with the G3, back in the days after German re-unification... guess I'm a bit biased here. i guess the only way to test out guns is to put them in a vise

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Mon, 28 Jun 2010 20:15:12 GMT View Forum Message <> Reply to Message okashiiI've finished my solo playthrough and had a really fun time =] Few things I've learned by playing IoV:

A single IMP can carry up to 52 Javelin rocket launchers [25Kg each] Which makes training Strength and Health very easy [via the order to go far away on map and then cancle the travel route trick]

Page 91 of 280 ---- Generated from The Bears Pit But you do need to have a spare million $ =]

Mortar is awesome against tanks. [Pretty obvious but I always used to bother with rochet launchers]

I've spent a very long time trying to decide what weapon to use, aside from the .45 cal FN pistol, besides I've wanted to try something else than VSSK Vychlop which has always served me well. After a lot of testing I've found a really awesome weapon combo: Saiga 12 shotgun + Rifled choke + corsak laser + night vision reflex scope (I think it was the 032 model) + frag shells (explosive) = a smile on your face and a lot of pain for your enemies. [I don't use the 12 gauge 20 round mag adapter because 8 round mags were easier to carry for me] I know it's loud (which may be a flaw depending on the situation, but makes fight quicker when nearby enemies are eager to find you and get killed ;]) it will kill most of the enemies in one shot (especially if you aim for the head) 2 torso shots if the enemy is more heavily armored. I fight at night whenever I can so the range was very nice. If you have been neglecting shotguns as a choice like me - try it - it will easily make it's way to your list of favourite weapons =]

One more observation - After I finished playing IoV I decided to try out the new vesrion of Alpha item mod, but very quickly I started to miss all the wonderfull gear, LBE, attachments, grenades that do damage, tons of guns..I think it nicely shows how awesome HLTV's mod is: When you are not playing it - you will miss it.. ..and then quickly get back to it for another awesome playthrough ^_^ So big thanks to HLTV for giving us so much fun =] woah, don't thank me bro, i had almost no part in making of this mod. the credit should go to dboy and the crew. i'm just a messenger (dont shoot or thank me) i like the shotgun combo as well (but i prefer flechette because frag12 cannot shoot thru tall grass, just like throwing knives, due to some strange ingame physics) i'm glad to hear your feedback, thx.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Vict on Wed, 30 Jun 2010 18:52:53 GMT View Forum Message <> Reply to Message Another oddity.

I've noticed that when playing the IoV/Stomp/HAM version, enemy troops rarely attack my liberated cities.

I'm up to day 62, and it's happened maybe eight or so times so far. I remember in IoV915/HAM 3.6 my cities and SAM sites were constantly getting hammered by the queen's troops.

Page 92 of 280 ---- Generated from The Bears Pit Any ideas?

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Wed, 30 Jun 2010 19:44:07 GMT View Forum Message <> Reply to Message look into your ini. afaik our ini setting is not much different from ham/stomp, game difficulty matters as well. but one quick fix to that is to go to AIM website, click the links and get to the online flower & gift website, send some flowers to the queen. this will piss her off and she'll send troops to pound on your cities.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Wed, 30 Jun 2010 21:35:35 GMT View Forum Message <> Reply to Message Correct me if I'm wrong, I'm not far in the mod, so I haven't been able to try out various merging possibilities, but some items seem to be really weird to me.

For example, Molle II general purse is laughable, there are plenty better ones. And it functions exactly like a molle drum purse.

The LBT-196IA rig has places of grenades right? but you can fit 40mm grenades in the clip slots just as well.

The molle marksman legstrap has the capacity to hold 1 ammo per slot?

To me, the specialized LBE that was made towards a certain ammo should hold more of that ammo and nothing else. But there seem to be problems with it in the mod. The molle marksman for example should hold a lot of loose high caliber sniper ammo but nothing else, imo. You should not be able to put grenades into clip slots or vice versa.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by tbird94lx on Wed, 30 Jun 2010 23:19:14 GMT View Forum Message <> Reply to Message alot of the stuff in the mod is just to get diff brand names and artists work in..much of it is redundant..f given choice tween two items that serve same purpose i always go for the better looking..lol...dbb is an item mod..as such..its fulla items..BILLIONS AND BILLIONS AND BILLIONS(to paraphrase Sagan)

Page 93 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Slax on Thu, 01 Jul 2010 00:11:00 GMT View Forum Message <> Reply to Message If you want to mod JA2, you must first invent the universe.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Vict on Thu, 01 Jul 2010 05:15:01 GMT View Forum Message <> Reply to Message HLTVlook into your ini. afaik our ini setting is not much different from ham/stomp, game difficulty matters as well. but one quick fix to that is to go to AIM website, click the links and get to the online flower & gift website, send some flowers to the queen. this will piss her off and she'll send troops to pound on your cities.

Yep, tried that. She didn't even send elites to take back the SAM site I just took, south of Cambria.

She used to do it at the start of the game, and I haven't changed anything since then, but she just doesn't send reinforcements anymore...

I didn't alter anything of that sort in the ini files.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Minty on Thu, 01 Jul 2010 05:56:49 GMT View Forum Message <> Reply to Message [Infinite_Queens_reinforcements] or something similar needs to be set to TRUE for whatever difficulty level you're playing at, else she swiftly runs out of troops, especially on aggressive.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Thu, 01 Jul 2010 06:56:21 GMT View Forum Message <> Reply to Message JinxedCorrect me if I'm wrong, I'm not far in the mod, so I haven't been able to try out various merging possibilities, but some items seem to be really weird to me.

For example, Molle II general purse is laughable, there are plenty better ones. And it functions exactly like a molle drum purse.

The LBT-196IA rig has places of grenades right? but you can fit 40mm grenades in the clip slots just as well.

Page 94 of 280 ---- Generated from The Bears Pit The molle marksman legstrap has the capacity to hold 1 ammo per slot?

To me, the specialized LBE that was made towards a certain ammo should hold more of that ammo and nothing else. But there seem to be problems with it in the mod. The molle marksman for example should hold a lot of loose high caliber sniper ammo but nothing else, imo. You should not be able to put grenades into clip slots or vice versa. in real life, the elastic bandolier crap can't even hold as many bullets as a hand purse. they're only useful IF they can give an AP bonus to reload, but since that's not in the XML and requires tampering with the game engine, the MOLLE and MOLLE II are just some novelty ideas. in other words, it's only good for looks if you want to become a special operations operator who operates operationally.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Vict on Thu, 01 Jul 2010 15:35:55 GMT View Forum Message <> Reply to Message Minty[Infinite_Queens_reinforcements] or something similar needs to be set to TRUE for whatever difficulty level you're playing at, else she swiftly runs out of troops, especially on aggressive.

Tried that too, there are no troops roaming the map -at all-, just ones that were already there that I managed to slip past.

I think STOMP is just buggy...

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Thu, 01 Jul 2010 20:17:45 GMT View Forum Message <> Reply to Message HLTV, is Harve in Drassen supposed to be a gun merchant? Because apart from the beer, he sells all sorts of rifles, including scopes for a dollar.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Thu, 01 Jul 2010 20:44:02 GMT View Forum Message <> Reply to Message yes, all previous liquor vendors are now dealers of death. some sells WWI & II vintage firearms, some have vietnam conflict ones, frank in san mona sells sci-fi crap (for example, M41A Pulse rifle from the Aliens movie), and manny/terrorist guy in grumns (im sure i mispelled that one) sells "fully armed" version of modern firearms. some of the accessories are only $1 because of incorrect values in the xml. it's been there for a while, still have't got fixed...time to crack my whip..

Page 95 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Thu, 01 Jul 2010 20:50:37 GMT View Forum Message <> Reply to Message Found a sawed off loaded with a 5.7x28mm bullet... Weird. Didn't want to load it in after I unloaded it.

When I swap a 40mm grenade in my akm/203 combo it doesn't cost any AP. Taking out a grenade does, but you can swap ammo type for no cost.

Chambering a round in my mossberg costs more ap than loading a clip into it :/ 18 vs 8 m24 has the same problem as the mossberg

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by RRT_877 on Fri, 02 Jul 2010 02:53:48 GMT View Forum Message <> Reply to Message Why did you take these scar mk16/17 pictures, the old ones are looking a lot smoother.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Vict on Fri, 02 Jul 2010 03:23:43 GMT View Forum Message <> Reply to Message Jinxed When I swap a 40mm grenade in my akm/203 combo it doesn't cost any AP. Taking out a grenade does, but you can swap ammo type for no cost.

Chambering a round in my mossberg costs more ap than loading a clip into it :/ 18 vs 8 m24 has the same problem as the mossberg

The first is a bug that's been around since early 1.13, IIRC.

The second.... sigh, I'll fix it.

I'll just copy the reload value over from other similar rifles.

Edit: Woo, I'm a moron and I'll tell you why.

Page 96 of 280 ---- Generated from The Bears Pit I took 20 minutes to fix it, and tested it out in game, only to realize that I didn't need to and why the reload value for hunting rifles is "8".

You load the rounds individually... Yeah. Crazy, I know, right?

So an 8 reload value when loading a Mauser M-03 with the ammo I just ejected, becomes 48. Why 48? I have no idea, but it is, so it's fine.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Fri, 02 Jul 2010 07:09:50 GMT View Forum Message <> Reply to Message folks, thx for the info.

"Chambering a round in my mossberg costs more ap than loading a clip into it 18 vs 8" i remember discussing this with dboy when we tried to balance out reloading AP a few updates ago. he actually used a stop watch and some airsoft (the chinese dont allow civillian firearms) to evaluate loading AP for each firearm. when it comes to those guns with internal magazine which you have to load rounds individually, we kind of compromised for gameplay. i first suggested 10 per round, which will be 70 APs to load 7 rounds. but that will make these type of weapons extremely underpowered so we gave it an 8 per round.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Fri, 02 Jul 2010 17:37:24 GMT View Forum Message <> Reply to Message asked around about the free grenade swapping issue. it's a problem within the game itself. IoV had nothing to do nor can it fix it

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Slax on Fri, 02 Jul 2010 18:46:21 GMT View Forum Message <> Reply to Message The girl in the sweatshop is carrying a .338 lapua sniper rifle. I'm guessing that's an oversight.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Fri, 02 Jul 2010 18:55:56 GMT View Forum Message <> Reply to Message

Page 97 of 280 ---- Generated from The Bears Pit You playing WF? Because the tags are messed up and it's meant to be an mp5 look up this thread.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by silversurfer on Fri, 02 Jul 2010 22:58:51 GMT View Forum Message <> Reply to Message HLTVasked around about the free grenade swapping issue. it's a problem within the game itself. IoV had nothing to do nor can it fix it

That's true. The point is that the game checks if the number of attachments changes but it doesn't change when you just swap grenades. If you remove the grenade and put it in your inventory you will lose AP and you will lose AP again when loading another grenade. You can even click on the weapon with a different grenade in your hand and it will cost AP because this is considered "reloading". I even found the point in the code where this problem is located but I'm unable to fix this myself.

If a decent coder cares to take a look please check "Tactical\Interface Items.cpp" from line 4694 to 4741.

Maybe it is possible to disable swapping grenades or check if the contents of the attachment list have changed instead of its size.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sat, 03 Jul 2010 04:59:41 GMT View Forum Message <> Reply to Message nice. only if the 1.13 coders cared to look at this thread.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Slax on Sat, 03 Jul 2010 06:08:24 GMT View Forum Message <> Reply to Message JinxedYou playing WF? Because the tags are messed up and it's meant to be an mp5 look up this thread. Bet you're thinking of the locker. No, and I'm running vanilla maps. Just checked Doreen's drop inventory and her second slot is occupied by an M24A3 SWS, so yeah.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by TheShodan on Sat, 03 Jul 2010 14:31:19 GMT View Forum Message <> Reply to Message

Page 98 of 280 ---- Generated from The Bears Pit Is this mod built with the most recent SVN? I'm getting some wierd results despite changing the .ini for the mod folder. I tried changing imp's points amount but I guess the IOV exe is based off an older svn that doesn't read the new .ini layout?

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sat, 03 Jul 2010 19:32:21 GMT View Forum Message <> Reply to Message BareBones: i didnt even know there's a difference in INI layout for 1.13 i'm certain that the default iov exe is based off the current SVN (speaking as of the time when it was published), the STOMP_IOV.exe might have been old. but when i testran the mod everything worked fine. are you saying that your ini editor.exe can't read IoV's ini?

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by TheShodan on Sun, 04 Jul 2010 08:19:51 GMT View Forum Message <> Reply to Message The .ini editor is kind of foggy on the latest svn as well so idk whats up. And I was using the regular IOV exe. I edited the .ini by hand anyways.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Vict on Mon, 05 Jul 2010 06:35:25 GMT View Forum Message <> Reply to Message Another:

Fuel is sold at Jake's for $1 a tank... That's not right.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Mon, 05 Jul 2010 08:36:27 GMT View Forum Message <> Reply to Message lol....i wish it was that cheap here in the states. k....those should be fixed in the next patch. also we're developing a new method of calculating how reliability and conditions affects chance of weapon jam. a new value MRBF (mean rounds before failure) will be added to each weapon, and new formula will be used. so even if a loose fitting gun is at 50% (such as AK47 and AKM), it will jam less than an a tight fitting gun (such as direct impingement AR15)

Page 99 of 280 ---- Generated from The Bears Pit Quote:Saiga 12 shotgun + Rifled choke + corsak laser + night vision reflex scope (I think it was the 032 model) + frag shells (explosive) = a smile on your face and a lot of pain for your enemies. [I don't use the 12 gauge 20 round mag adapter because 8 round mags were easier to carry for m

oh forgot to mention, you probably dont know the merge formula for the Saiga EXP1... group + saiga 12k + barrel extention (sci-fi only), and you get this kickass selective-fire saiga 12k with rail interface. throw a drum adapter, DBAL, and an ACOG-Doc combo on that thing (it's now ACOG and Trijicon RMR combo) and watch it rock also the problem which frag12 cannot penetrate grass will be fixed in the next patch. apparantly frag12's penetration power is so low that it wont even go thru grass. i dont know if throwing knives can be fixed this way as well.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Slax on Mon, 05 Jul 2010 17:50:25 GMT View Forum Message <> Reply to Message Do the people who make this mod actually play it? Bugs like attachment prices from vendors are kind of hard to miss, as I see it.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by tbird94lx on Mon, 05 Jul 2010 22:26:39 GMT View Forum Message <> Reply to Message i had to delete 918 and its exe..its very broken and once again..crashes the editors..is there a bad memory affliction among the dbb programmers that makes em forget the xml bugs i and others have pointed out in a dozen previous versions?..you'd think by now they'd catch on O>O plain lazy

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by okashii on Tue, 06 Jul 2010 08:51:07 GMT View Forum Message <> Reply to Message HLTVoh forgot to mention, you probably dont know the merge formula for the Saiga EXP1...trigger group + saiga 12k + barrel extention (sci-fi only), and you get this kickass selective-fire saiga 12k with rail interface. throw a drum adapter, DBAL, and an ACOG-Doc combo on that thing (it's now ACOG and Trijicon RMR combo) and watch it rock

Page 100 of 280 ---- Generated from The Bears Pit Nice! =] I have to try it out one time, at the moment I'm doing another solo playthrough but this time have chosen experienced difficulty [first time ever when solo because I always feared of being swarmed by the enemy] and made an IMP with Bombardier and Bodybuilding [to carry a ton of ammo]. Bombardier + XM25 grenade launcher is awesome =] you can shoot at ~25AP per bullet wrecking havock and destruction, the gun never seems to miss or even get used up, has sick range [900, I think the real life value is 500meters but I may be wrong] and its costs 0AP to ready the weapon and see further at night with it's great scope module thingy. It's so much fun to make multiple explosions when there are grenades lying around near the dead bodies ^^ I even managed to defend Drassen from the 60 enemies counterattack at night without any problems (at night of course to have the advantage). Will I manage to capture Meduna thou is another story, but time will tell.

Keep up the good work in the next patches HLTV =]

Tbird94lx if you mean the items editor, I found that all you have to do to make it work is change the path of the editor to Data-IoV and copy files from Data-1-13 folder to Data-IoV folder without overriting anything. Then you can edit the weapons/items from the IoV mod without a problem (I think..at least so far it hasnt crashed my game)

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by ironmonger on Tue, 06 Jul 2010 18:29:35 GMT View Forum Message <> Reply to Message HLTV oh forgot to mention, you probably dont know the merge formula for the Saiga EXP1...trigger group + saiga 12k + barrel extention (sci-fi only), and you get this kickass selective-fire saiga 12k with rail interface. throw a drum adapter, DBAL, and an ACOG-Doc combo on that thing (it's now ACOG and Trijicon RMR combo) and watch it rock

That one's a nice one... didn't use it before, because of the to-hit-penalty (-15), but if you build the thing and then shoot it until the extender falls off... really nice one...

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Tue, 06 Jul 2010 20:21:57 GMT View Forum Message <> Reply to Message SlaxDo the people who make this mod actually play it? Bugs like attachment prices from vendors are kind of hard to miss, as I see it. nope like i said before none of us really play JA2 anymore. we're just making it to meet the demands. that problem had been stated and will get worked on.

Page 101 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Tue, 06 Jul 2010 20:35:36 GMT View Forum Message <> Reply to Message tbird: strange. i have never had any problems with the xml editor, maybe its something that i have done before that prevented this from bugging out. i've almost never heard of any complaints of it either. but thx for bringing it up tbird.

Okashii: i didn't make this mod. dboy did. i simply relay messages to him since i'm bi-lingual. well, explosions are fun (thx to 1.13, which no longer CTD with kabooms), but you get no loot out of it. because everything is either destroyed or at 10%, and no money to buy more expensive explosives since alt+lmb selling is the major souce of income in dbb. also i think we should change the way explosion works. a frag grenade shouldn't set off other grenades and explosives (plasticizered ones like C4). the only thing i see that should be able to set off other grenades are thermobaric explosives.

Quote:That one's a nice one... didn't use it before, because of the to-hit-penalty (-15), but if you build the thing and then shoot it until the extender falls off... really nice one... that's what i like bout this mod. you got guns that require work to be done to it. like you combine the cheap Trijicon RMR/Docter Reflex sight with ACOG, and put the combo on UltiMak Rail, and use it to upgrade your favourite WWII gun.

My machinegunner is using MG42 with ACOG-Reflex and the tripod (which "converts" the assault drum MG42 back to the true belt fed GPMG)

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Tue, 06 Jul 2010 20:38:11 GMT View Forum Message <> Reply to Message You haven't got a merge guide laying around by any chance have you?

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Tue, 06 Jul 2010 23:52:54 GMT View Forum Message <> Reply to Message dont need one. open up your xml editor and click on merge. standard or attachment, can't remember. scroll down and see for yourself. in 918, in order to improve gameplay for stomp_iov, many rifles' civillian version was changed to

Page 102 of 280 ---- Generated from The Bears Pit semi-auto rifle which is one of the two types of weapon that hunter/ranger class benefit from. my favourite in game assault rifle was the SA58 Para Elite (american FN FAL with a short barrel). the weapon was created by attaching a barrel extender to an SA58 OSW. i think the merge still exsist but only in semi-automatic.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by okashii on Wed, 07 Jul 2010 15:23:43 GMT View Forum Message <> Reply to Message Does anyone else have problems getting the editor to work? The standard one (1.12) works fine, but when I hit the other exe file I get a black screen for a brief moment and crash to desktop, any pointers on what I might be doing wrong? ^^ thanks

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Cr0aker on Thu, 08 Jul 2010 06:38:45 GMT View Forum Message <> Reply to Message :EDIT: Did some more reading and found most of the answers I was looking for.

Anyone have any suggestions of a way to export Proedit/Prof.dat stuff to XML? I'm trying to replace a bunch of AIM mercs with my own (First Recon guys from Generation Kill!) and was curious if there was an easier way than just going in and editing all the XML by hand. I'm playing with STOMP obviously, which is why Proedit isn't of any use, and since STOMP defaults to reading from XML instead of Prof.dat I can't use the HAM feature to import/export to XML.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Scouty on Thu, 08 Jul 2010 07:23:20 GMT View Forum Message <> Reply to Message There's an option in Ja2_Options.INI that might work:

Quote:;------; PROFEX (profile externalization) ; ; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are ; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand. ;------

; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data.

Page 103 of 280 ---- Generated from The Bears Pit ; If FALSE, reads profile data from PROF.DAT (see also "ALWAYS_USE_PROF_DAT", above. READ_PROFILE_DATA_FROM_XML = FALSE

; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached. ; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML ; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have. WRITE_PROFILE_DATA_TO_XML = TRUE

If that works for STOMP you're in business. Edit with Proedit, start the game, grab the xml.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Cr0aker on Thu, 08 Jul 2010 17:37:34 GMT View Forum Message <> Reply to Message Unfortunately it doesn't, because with STOMP installed regardless of your HAM settings you can't reference Prof.dat, it defaults to XML.

Hmm, maybe I can grab a copy of HAM only and do it with that.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Nickfighter on Thu, 08 Jul 2010 17:58:34 GMT View Forum Message <> Reply to Message You better prepare for STOMP 1.1

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by tbird94lx on Thu, 08 Jul 2010 23:35:13 GMT View Forum Message <> Reply to Message apology..xml editor is working fine now..traces of that horrid "balanced 915" someone posted were still present and messed everything up..game stopped crashing too once i cleared that crap out..oh well..ya try mods ya pay the price..5th stage..acceptance

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Vict on Fri, 16 Jul 2010 02:24:24 GMT View Forum Message <> Reply to Message STOMP 1.1 is now out, I'm wondering what it would take to integrate it with IoV.

Page 104 of 280 ---- Generated from The Bears Pit Also, another question: If I wanted to modify the gas price for Jake's inventory... where is it? It's not in his inventory .xml

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Kaerar on Fri, 16 Jul 2010 02:26:09 GMT View Forum Message <> Reply to Message IOV is mainly a weapon mod. It shouldn't be that hard to link up to STOMP

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Vict on Fri, 16 Jul 2010 03:27:05 GMT View Forum Message <> Reply to Message I mean, we already have the older STOMP with IoV.

We would need a new HAM 3.6/STOMP/IoV combination .exe right? Then just the standard folders for each.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Fri, 16 Jul 2010 06:29:39 GMT View Forum Message <> Reply to Message this is odd. price in the xml seemed normal. we have no idea why they're selling things for a dollar.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Fri, 16 Jul 2010 22:08:46 GMT View Forum Message <> Reply to Message They are cheap Chinese copies.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sat, 17 Jul 2010 05:54:53 GMT View Forum Message <> Reply to Message lol...anyway, there won't be an IoV for stomp 1.1, but that is because sandro said stomp 1.2 is coming out real soon. and yes there will be a compatible iov for stomp 1.2, and HAM, STOMP and IoV can be a big happy interracial family.

Page 105 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by tbird94lx on Sat, 17 Jul 2010 07:35:57 GMT View Forum Message <> Reply to Message i've humped asian indian and black chicks..does that make me an interracial man-ho?

(beauty has no colour..nor do bouncing booties o joy..woohoo)

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Nickfighter on Sat, 17 Jul 2010 09:36:35 GMT View Forum Message <> Reply to Message HLTVlol...anyway, there won't be an IoV for stomp 1.1, but that is because sandro said stomp 1.2 is coming out real soon. and yes there will be a compatible iov for stomp 1.2, and HAM, STOMP and IoV can be a big happy interracial family.

And maybe NAS someday *thumbs up*

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Sat, 17 Jul 2010 09:57:52 GMT View Forum Message <> Reply to Message HLTV, would playing 918 without the exe cause any problems with the weapons range or any other?

Moreover, would upgrading to 918 from 915 files upset your current game in any way? I think not but I want to be sure.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sun, 18 Jul 2010 03:55:38 GMT View Forum Message <> Reply to Message yes, ranges on snipers and battle rifles will be nerfed greatly. but the game is still playable.

2nd question: shouldn't mess up your gameplay. but allow for one day for NPCs to refresh their stock.

Subject: Re: DBB's Instruments of Violence mod 915 *updated*

Page 106 of 280 ---- Generated from The Bears Pit Posted by tbird94lx on Sun, 18 Jul 2010 07:25:26 GMT View Forum Message <> Reply to Message i play the new stomp using the newest iov data files but not the iov exe..works fine..ranges are down across the board..but not so much to be useless..is actually alot more fun

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Nickfighter on Sun, 18 Jul 2010 10:13:13 GMT View Forum Message <> Reply to Message I've got a question: Why is this gun Hold like a pistol? (I've seen redshirts shooting it like if they had a handgun)

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Sun, 18 Jul 2010 11:47:37 GMT View Forum Message <> Reply to Message Thanks for the reply. I think I shall stick to 915 for now.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Slax on Sun, 18 Jul 2010 14:04:58 GMT View Forum Message <> Reply to Message NickfighterI've got a question: Why is this gun Hold like a pistol? (I've seen redshirts shooting it like if they had a handgun)

The stock can be folded so the gun can be fired comfortably from the hip, with one hand. Not exactly what the weapon is meant for though...

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sun, 18 Jul 2010 19:21:33 GMT View Forum Message <> Reply to Message Tbird94lxi play the new stomp using the newest iov data files but not the iov exe..works fine..ranges are down across the board..but not so much to be useless..is actually alot more fun you have to pretty much go CQB with sniper rifles, lol. but no more cross-map-headshots.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Sun, 18 Jul 2010 19:23:38 GMT

Page 107 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message NickfighterI've got a question: Why is this gun Hold like a pistol? (I've seen redshirts shooting it like if they had a handgun) see the hook on the end of the folding stock? when you unfold the stock, the hook can turn sidways. it goes around your arm to balance out the weight of the barrel and receiver so one can fire it single handed but i dont think dboy intended that, it was possible but not practical. which version were you playing? thought we had it fixed after 915.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Slax on Sun, 18 Jul 2010 20:09:13 GMT View Forum Message <> Reply to Message Still one-handed in the latest version, if I remember correctly. I'm about 90% certain.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Vict on Mon, 19 Jul 2010 01:16:13 GMT View Forum Message <> Reply to Message Just add

1 under it's entry in the items.xml

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Tue, 20 Jul 2010 00:39:51 GMT View Forum Message <> Reply to Message HLTV you all knowing person about this mod, got a couple of questions

I got an FLC vest and I can't figure out how to put the molleII thingies on it. :/ edit: also, what is your take on this http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=249873#Post249 873 balancing IoV...

Page 108 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Tue, 20 Jul 2010 04:54:36 GMT View Forum Message <> Reply to Message good question, don't know. i dont use mollie either. lemme ask the other guys. as for that project...well, i'm glad to see someone stepped up to take the challange but eventually IoV will become well balanced itself.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by ironmonger on Tue, 20 Jul 2010 19:50:48 GMT View Forum Message <> Reply to Message It's pretty simple - get some MOLLE pouch, attach it to the leg slot, fill it and then attach it to the vest's MOLLE slot. Let's you mix and match quite a bit...

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Vict on Wed, 21 Jul 2010 19:40:13 GMT View Forum Message <> Reply to Message Any chance we will see 918 with STOMP 1.2? Or will we have to wait for the next IoV version?

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Jinxed on Wed, 21 Jul 2010 22:46:18 GMT View Forum Message <> Reply to Message ironmongerIt's pretty simple - get some MOLLE pouch, attach it to the leg slot, fill it and then attach it to the vest's MOLLE slot. Let's you mix and match quite a bit...

Yeah that did cross my mind, but I thought it can't be that annoying. Now if you could actually merge it to add the pockets, that would be useful, but that way? It's next to useless.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by Minty on Thu, 22 Jul 2010 05:06:30 GMT View Forum Message <> Reply to Message Not useless as such, more.. Finicky, really.

Take a MOLLE vest with five narrow and two wide MOLLE points. Irrespective of what other pockets are on the thing, you can fit up to 9 drum mags (iirc) to the vest. One each per MOLLE

Page 109 of 280 ---- Generated from The Bears Pit Drum pouch, and two (Or is it three?) per MOLLE SAW pouch. In anyone's book, that's a LOT of stuff strapped to your chest.

Then you've got your combat pack and a thigh rig to play with, leaving one thigh free to swap out MOLLE pouches as necessary. Of course, I'm using an extreme example here, but it lets you standardise vest slots even with different weapons/specialities.

Mine usually goes: Hydration/Grenade/Medical/Drum(for gasmasks)/Map(for sundries such as flares/multitools)/Ammo.

Yes, it's a bit of a faff, but I feel the organisation's worth a little micro.

Subject: Re: DBB's Instruments of Violence mod 915 *updated* Posted by HLTVpro on Thu, 22 Jul 2010 07:02:19 GMT View Forum Message <> Reply to Message our mollie system really is absolete when there is new attachment system. some uses it for vanity reasons.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by CptMoore on Thu, 22 Jul 2010 14:10:55 GMT View Forum Message <> Reply to Message Give ammo a "burn" length, give weapon a barrel length.

If burn length = barrel length, reach to the specified weapons range.

If burn length < barrel length, lower actual weapons range.

If burn length > barrel length, higher a bit the actual weapons range, decrease accuracy and make the weapon louder.

That way match ammo really only helps marksman rifles with long barrels, while marksman rifles are hampered in range when using other grade ammo (like AP or HP).

Changes gameplay but is much more realistic (no range bonus' required).

What you think? Too much work for too small effect? Need to figure out all lengths of barrels and maybe provide different ammo qualities for different lengths of guns. A simplyfied version would just give ammo a "marksman" boolean flag and if you put marksman ammo in non marksman gun you get the penalties specified above.

Page 110 of 280 ---- Generated from The Bears Pit Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Thu, 22 Jul 2010 16:33:50 GMT View Forum Message <> Reply to Message matter of fact bro, it's already done in 918. the formula was somewhat different tho. just a percentage range bonus/penalty with different types of weapons. like guns with short effective range receives less range bonus from match ammo, while the ones with long effective range receives more; sniper rifle in particular had to be coupled with match ammo for its full potentials while machineguns do not receive much bonus from them.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by CptMoore on Thu, 22 Jul 2010 21:48:17 GMT View Forum Message <> Reply to Message I was asking more because of the penalty, since the lower accuracy and louder weapon are actually the main two penalties I would like to see in short barrel guns using match ammo.

Maybe it could be made by giving ammo not only a percentage range bonus but also a minimum range the weapon has to have to avoid the penatlies?

Oh and when will we see the exe changes in the main svn trunk? I'm loosing track with all those exe's (three STOMP versions, two attachement betas, old svn, current svn, new svn, and now several IoV exe's).

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by tbird94lx on Thu, 22 Jul 2010 22:22:26 GMT View Forum Message <> Reply to Message right from the start i found the molle system to be a pathetic waste of time and always altered my xml's to make all things molle actually usable..as for the match ammo and weapon ranges being altered etc..am finding thats one of the better ideas so far..games tad more challenging and more fun to play when i cant headshot a guy across the screen with my canadian rangers mp-enfield

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Vict on Sat, 24 Jul 2010 07:09:45 GMT View Forum Message <> Reply to Message Can someone slap together an STOMP 1.2/IOV 918 exe? Hell, if you tell me how I could do it myself, too.

EDIT: First I should ask, are the .exes for 1.0A and 1.2 the same or have they been modified? If

Page 111 of 280 ---- Generated from The Bears Pit they are the same, then the one we have now should work... I know IOV has .exe specific tweaks, not sure about STOMP.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sat, 24 Jul 2010 08:34:01 GMT View Forum Message <> Reply to Message CptMooreI was asking more because of the penalty, since the lower accuracy and louder weapon are actually the main two penalties I would like to see in short barrel guns using match ammo.

Maybe it could be made by giving ammo not only a percentage range bonus but also a minimum range the weapon has to have to avoid the penatlies?

Oh and when will we see the exe changes in the main svn trunk? I'm loosing track with all those exe's (three STOMP versions, two attachement betas, old svn, current svn, new svn, and now several IoV exe's). do you mean the exes on your own computer or the ones in the SVN?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sat, 24 Jul 2010 08:38:12 GMT View Forum Message <> Reply to Message we were thinking about doing the samething for optics, giving them dynamic range bonuses while nerfing the range on all unscoped long range rifles. but that was too much work, in the future, maybe.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sat, 24 Jul 2010 08:39:43 GMT View Forum Message <> Reply to Message VictCan someone slap together an STOMP 1.2/IOV 918 exe? Hell, if you tell me how I could do it myself, too.

EDIT: First I should ask, are the .exes for 1.0A and 1.2 the same or have they been modified? If they are the same, then the one we have now should work... I know IOV has .exe specific tweaks, not sure about STOMP. that's being worked on. this is the down side of having an executable for the XML based mod. it's no longer stand-alone

Page 112 of 280 ---- Generated from The Bears Pit Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Vict on Sat, 24 Jul 2010 09:17:28 GMT View Forum Message <> Reply to Message Quote: that's being worked on. this is the down side of having an executable for the XML based mod. it's no longer stand-alone

Hm, I don't care much for the reduced night vision range, but the range percentage modifier on ammo is a brilliant idea. Perhaps it's something that could be considered for stock 1.13? I hope so.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by CptMoore on Sat, 24 Jul 2010 11:27:33 GMT View Forum Message <> Reply to Message HLTVCptMoore I'm loosing track with all those exe's (three STOMP versions, two attachement betas, old svn, current svn, new svn, and now several IoV exe's). do you mean the exes on your own computer or the ones in the SVN?

Both, thats the problem! I don't know which exe is compatible with what JA1.13 version which I got from the SVN! Well when STOMP and the attachment project are all in the official main svn trunk I only have to worry about IoV and when I compile exes myself.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Mon, 26 Jul 2010 21:53:30 GMT View Forum Message <> Reply to Message 919 beta with stomp 1.12 is completed but still under testing. i would like to hold on to it for a few days for some feedback, in case there are game breaking bugs.

919 incorporated a new misfire formula, its ultimate goal is to increase chances for weapons to jam based on their reliability and conditions. for example, guns with loose fitting parts, such as AKs, have generally higher reliability in game and are less likely to jam even at low conditions, whereas the tight fitting guns jams a lot more even at better conditions, such as the AR15s. autoloading pistols may get stovepiped, misfed from the feedramp or bad magazine, so they would jam a lot more than revolvers, which almost never fails. and each time a round is going to be discharged, a dice is rolled. for example, an AKM in full condition is fired, there's 1/250 chance it may jam. Almost impossble but still a chance, if you have really bad karma.

Page 113 of 280 ---- Generated from The Bears Pit since it's going under testing, the malfunction rate values are not specificly set for each weapon, only general catagories. and i already saw reports of guns jamming way too frequently.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by silversurfer on Mon, 26 Jul 2010 22:02:55 GMT View Forum Message <> Reply to Message HLTV for example, guns with loose fitting parts, such as AKs, have generally higher reliability in game and are less likely to jam even at low conditions, whereas the tight fitting guns jams a lot more even at better conditions, such as the AR15s.

Did you also implement jamming for enemy soldiers? Their guns never jam and it would really suck if only merc gear would fail often in the middle of a firefight.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Slax on Tue, 27 Jul 2010 18:55:48 GMT View Forum Message <> Reply to Message Finally! I've been waiting for a reworked weapon reliability system forever. Can't wait to get my hands on 919. Hopefully it'll live up to my expectations.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Anonymous on Tue, 27 Jul 2010 20:00:11 GMT View Forum Message <> Reply to Message silversurferDid you also implement jamming for enemy soldiers? Their guns never jam and it would really suck if only merc gear would fail often in the middle of a firefight.

That would be cool. Also add a text similiar to Headrock's suppression texts in game along the lines of "Enemy's gun jammed while firing".

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Slax on Tue, 27 Jul 2010 23:19:05 GMT View Forum Message <> Reply to Message "Enemy started swearing non-stop and lost the rest of his APs trying to unjam his gun."

Page 114 of 280 ---- Generated from The Bears Pit Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Wed, 28 Jul 2010 06:58:16 GMT View Forum Message <> Reply to Message regretably, so far it only affects players. but that doesn't mean it will never happen. because weapons that the enemies have generally have lower condition, which they would jam A LOT under the new settings. our coders will figure that one out later. for now they're just focusing on balancing the values for jam/malfunction rate.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Jinxed on Wed, 28 Jul 2010 16:55:22 GMT View Forum Message <> Reply to Message HLTVour coders will figure that one out later. for now they're just focusing on balancing the values for jam/malfunction rate.

Tell Doreen she needs to push your coders harder.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by steelfallenangel on Thu, 29 Jul 2010 07:21:17 GMT View Forum Message <> Reply to Message hey is there still a image gallery that breaks down all the items in the mod and shows like whats avialable in what way? I remenber finding one a while ago but that was back in the 800 series if I recall. Just wondering if theres a updated one for this version

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Fri, 30 Jul 2010 09:38:37 GMT View Forum Message <> Reply to Message dboy stopped updating that page a while back. you'll have to ultilize the xml editor for this reason. if you want to see weapon, use class filter and arrange items in a decending order based on item number. newer items get added last right.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by CptMoore on Fri, 30 Jul 2010 16:31:17 GMT View Forum Message <> Reply to Message I like the added jamming, so a new M16 jams and a used AK from your enemy will still rock.

Page 115 of 280 ---- Generated from The Bears Pit Is it possible to add "cleaning" of your gun as a feature? Much like first aid for people, "cleaning" should patch up your gun. You don't have to be a mechanical genious with a full toolkit to get your gun to working condition again. (it could be a special toolkit only usuable when your gun is >90%, and a gun can only recieve 10 repairs this way until it needs a full toolkit repair )

And when comes the NAS compatible IoV?!

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Fri, 30 Jul 2010 19:38:21 GMT View Forum Message <> Reply to Message CptMooreI like the added jamming, so a new M16 jams and a used AK from your enemy will still rock.

Is it possible to add "cleaning" of your gun as a feature? Much like first aid for people, "cleaning" should patch up your gun. You don't have to be a mechanical genious with a full toolkit to get your gun to working condition again. (it could be a special toolkit only usuable when your gun is >90%, and a gun can only recieve 10 repairs this way until it needs a full toolkit repair )

And when comes the NAS compatible IoV?! that would be a little too much for our coders.... but maybe a cleaning kit, like the cheap "tetra cleaning kit" i have (one set for each gun, lol), a blue plastic box that contains a bottle of gun oil, barrel swab/brush/plunger and a nylon brush. "repairs 10% of *current* condition". so if a gun is at 20% condition, it only repairs 2%, at 90% it repairs 9%, so the gun will be at near perfect condition. that would be cool. but how can you prevent your gun from being cleaned repeatedly until it reaches 100%? as for the NAS, there will be some tedious work....but not impossible. it will take time. NAS is still in the experimental phase anyway. anyhow, if you want 919 beta you know where to get it, but i dont recommend it since the jam rate is unbalanced.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sun, 01 Aug 2010 09:05:54 GMT View Forum Message <> Reply to Message well, here's 919 with stomp 1.12 and HAM3.6 setting package as default. if you dont like stomp just turn off the new traits...then it's just like 1.13 with HAM3.6

Page 116 of 280 ---- Generated from The Bears Pit updated on the first page http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=245384&page=1

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Sun, 01 Aug 2010 10:42:23 GMT View Forum Message <> Reply to Message Oh hell yeah!

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Slax on Sun, 01 Aug 2010 14:34:25 GMT View Forum Message <> Reply to Message Merc starting gear's crazy again. Le sigh.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by RRT_877 on Sun, 01 Aug 2010 14:52:29 GMT View Forum Message <> Reply to Message Hi, we are finnaly finished, with our new version of the Era Mod ( Link ( old ) ).

The Era mod 2010, its a single EnemysGunChoise.xml - file, witch sorts the Weapons by Time, the Date its get in service.

Progress 0% : 1900 - 1945 ( ww2 weapons ) Progress 10% : 1950 ( Korea Conflict ) Progress 20% : 1960 ( Vietnam War ) Progress 30% : 1970 Progress 40% : 1980 ( Soviet Afghan War ) Progress 50% : 1990 early Progress 60% : 1990 late Progress 70% : 2000 Progress 80% : 2003 ( Irak Conflict ) Progress 90% : 2006 Progress 100% : 2011 ( weapons witch are designed, but not in service )

We Google'ed evary single weapon to find out its Date ..

Dowload: http://www.esnips.com/doc/c711d055-5ced-4568-bbaa-d81b81ed4b98/ddb-cosplay_era2010mod _v1_b31-07-2010

Page 117 of 280 ---- Generated from The Bears Pit To finde all weapons, witch are listed in the file, you need this coolnes fix, couse of a view weapons wich don't have a coolness value. But the are only a view ones left, thank you for fixing lot of them.

Thank you for ready and maybe downloading, please give feed back.

/edit

For best Game experience I suggest to use the Hybrit EnemysItemChoise.xml, witch is included here: http://www.esnips.com/doc/a53a1b70-b3e6-44f1-9a4f-8e0a119a4c37/enemyschoisecollection2

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Sun, 01 Aug 2010 15:21:02 GMT View Forum Message <> Reply to Message RRT, is it based on 919? If so, I will check this out.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by RRT_877 on Sun, 01 Aug 2010 16:10:41 GMT View Forum Message <> Reply to Message Yes, but it's compatible to all past and future versions of DDB, if you use it with older versions, all listed weapons witch are not included in your version will be ignored ore replaced with Glock 18's. And future weapons of DDB are not listed.

By the Way, the N4 Noveske Diplomat has an 10 Roud AR15 Mag in its Picture but is uses an 30 Round AR15 Mag.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Jinxed on Sun, 01 Aug 2010 18:10:21 GMT View Forum Message <> Reply to Message I just tried this new release and it seems that my veteran militia is indestructible. I know some settings got changed, like now there is BONUS to militia autoresolve strength instead of a total number. I shall continue to monitor and if someone else can write their impression...

I know it's not IoV related but only this uses the latest release.

Page 118 of 280 ---- Generated from The Bears Pit Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Sun, 01 Aug 2010 18:30:14 GMT View Forum Message <> Reply to Message RRT877Yes, but it's compatible to all past and future versions of DDB, if you use it with older versions, all listed weapons witch are not included in your version will be ignored ore replaced with Glock 18's. And future weapons of DDB are not listed.

By the Way, the N4 Noveske Diplomat has an 10 Roud AR15 Mag in its Picture but is uses an 30 Round AR15 Mag. Alright then, downloading now. Thanks, man EDIT: Do you know that enemychoisecollection2.zip file is broken? I downloaded it 2 times and every single time I tried to extract, it showed the "Unknown Method" error in winzip.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Vict on Sun, 01 Aug 2010 18:48:04 GMT View Forum Message <> Reply to Message So this requires 1225 and the latest SCI version is 1224?

Huh... well, I guess I'll wait.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Jinxed on Sun, 01 Aug 2010 18:48:57 GMT View Forum Message <> Reply to Message Another very strange thing:

A lot of the ammo has become unstackable. 5.56 is ok, but the russian calibers are not. When you recruit mercs who have stacks of it in their inventory it disappears when they arrive. The same thing with 40mm grenades, you can't even put them into inventory LBE slots that should be able to hold plenty or are designated to hold 40mm grenades. Damn.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by DepressivesBrot on Sun, 01 Aug 2010 18:55:48 GMT View Forum Message <> Reply to Message VictSo this requires 1225 and the latest SCI version is 1224?

Huh... well, I guess I'll wait. It doesn't matter. The difference between the SCI and the most recent SVN (1227) are some updated xml files which IoV replaces anyway.

Page 119 of 280 ---- Generated from The Bears Pit Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Jinxed on Sun, 01 Aug 2010 19:04:13 GMT View Forum Message <> Reply to Message The stacking problem is definetly 919. I swapped items.xml with the old 915 one and stacking is back in.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Vict on Sun, 01 Aug 2010 19:48:54 GMT View Forum Message <> Reply to Message Okay, I guess I have another reason to wait now, hah.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Jinxed on Sun, 01 Aug 2010 20:12:26 GMT View Forum Message <> Reply to Message On top of all that I think there might be something wrong with getting progress. If I am near going to the next coolness level, I always top it up with exploration, so I put carlos in a chopper and flew him around exploring sectors, about 10 sectors later, nothing. It didn't budge. The way the alternative progress works is you might need a few sectors to start to get it rollin if the progress was working with headcount before. But it never got stuck like that before. Ok, so I took over another sector instead and still progress count was the same. I don't know if this is just a coincidence or it was because I upgraded my exe. When I started a new game the progress counter seems to be working fine.

Unfortunately you cannot adjust militia strength, so now they are pretty much invincible. At least veteran is. Needless to say I regret I just jumped into this upgrade. Now I need to downgrade somehow and hopefully I haven't overwritten my save game. gulp.

Edit: I think the progress might be just coincidental, actually, I hope.

Edit: 2

I reinstalled the whole thing and it works? I don't understand... When I look at the item.xml in 919 the 40mm HE grenade size is 38 vs just 12 in 915. My installation must have somehow gotten corrupted and this change did not work properly... Dunno.

Edit: 3

LOL, I figured it out. DO NOT EDIT weapons using the xml editor. It somehow fucks everything up. All I did was change attachment and clip size data for super shorty and clip size for vss and it fucked many other things up. :/

Page 120 of 280 ---- Generated from The Bears Pit Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Mon, 02 Aug 2010 01:21:58 GMT View Forum Message <> Reply to Message i think it has somethign to do with the new MalfunctionRate, which shouldn't be recognized in the xml editor. thx for this feedback now i can warn the rest of the ppl:D

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Vict on Mon, 02 Aug 2010 02:02:58 GMT View Forum Message <> Reply to Message SlaxMerc starting gear's crazy again. Le sigh.

I'm guessing some items in the items.xml were assigned new reference numbers, but the starting equipment xml still follows the old ones?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by silversurfer on Mon, 02 Aug 2010 06:40:01 GMT View Forum Message <> Reply to Message Jinxed LOL, I figured it out. DO NOT EDIT weapons using the xml editor. It somehow fucks everything up. All I did was change attachment and clip size data for super shorty and clip size for vss and it fucked many other things up. :/

Do NOT use the XML editor if you use any game version newer than the latest public SVN release 1227! As soon as you click "Save" it will save ALL the XML files that it works with and not just the one you changed.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Hairysteed on Mon, 02 Aug 2010 12:25:44 GMT View Forum Message <> Reply to Message Looks like an update for the XML editor might be in order, now that NAS is more widely being incorporated and all...

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Grasyl on Mon, 02 Aug 2010 14:00:23 GMT View Forum Message <> Reply to Message

Page 121 of 280 ---- Generated from The Bears Pit Hi, im on playing DDB/Cosplay again and i have following issues ..

Balaclava and the Black Cap should give a little Bonus for Stealth "Camo", Balaclava 5% and Black Cap 3%.

The 7.62*25mm 20 Round mags Mags ( ) in AP and Normal uses the same Picture.

The new MG81 zwilling, has the "no mag bug", you got no mag by unloading it.

The G41 picture has a Scope, but in game it don't have one. ( I would prefer to edit the Scope out of its picture )

I would like to see an M21 in EBR and JEA-100 Stock.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Jinxed on Mon, 02 Aug 2010 17:23:09 GMT View Forum Message <> Reply to Message silversurfer Do NOT use the XML editor if you use any game version newer than the latest public SVN release 1227! As soon as you click "Save" it will save ALL the XML files that it works with and not just the one you changed.

I can't figure out how to add attachments to the super shorty, so for now I shall be careful not to remove the ones already there lol.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Vict on Mon, 02 Aug 2010 18:20:00 GMT View Forum Message <> Reply to Message Okay, I tried it out and I got a CTD from the VFS stating "Could not open Iov_Settings.ini"

Right... Not sure what's going on really, I have the latest STOMP and everything.

EDIT: But not the SVN, that may be the problem.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Mon, 02 Aug 2010 18:22:49 GMT View Forum Message <> Reply to Message VictOkay, I tried it out and I got a CTD from the VFS stating "Could not open Iov_Settings.ini"

Right... Not sure what's going on really, I have the latest STOMP and everything.

Page 122 of 280 ---- Generated from The Bears Pit EDIT: But not the SVN, that may be the problem. STOMP is included already in IoV, you shouldn't install it separately

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Vict on Mon, 02 Aug 2010 18:24:43 GMT View Forum Message <> Reply to Message Oooh okay...

Reinstall time, it's needed anyway. JA2 folder is massively cluttered.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Mon, 02 Aug 2010 18:46:03 GMT View Forum Message <> Reply to Message VictSlaxMerc starting gear's crazy again. Le sigh.

I'm guessing some items in the items.xml were assigned new reference numbers, but the starting equipment xml still follows the old ones? hmm, actually, 919's impitemchoices.xml was designed for STOMP's imp creation. if you prefer non-stomp and turned it off, you might get wierd items. that's all i can think of. right now, all IMP's weapons are 9mm carbines or PDWs. sniper gets the Calico 9mm rifle, MGunner gets the full auto Calico M960, etc. if you're not getting that, you might not have installed properly

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Mon, 02 Aug 2010 18:46:10 GMT View Forum Message <> Reply to Message Yeah, good idea

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Slax on Mon, 02 Aug 2010 18:47:48 GMT View Forum Message <> Reply to Message I was referring to AIM starting gear, mostly. Fidel didn't even have any spare ammo.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support

Page 123 of 280 ---- Generated from The Bears Pit Posted by Vict on Mon, 02 Aug 2010 19:57:09 GMT View Forum Message <> Reply to Message Okay, I think I found the problem.

The skills_settings.ini is named skills_settings.INI, apparently it's case sensitive.

I just downloaded the latest SVN through TSVN and the Ja2_Settings.ini was named similarly, and could not be read. I renamed the extension to .ini from .INI and it worked. edit: Nope, nope nope, argh.

I still get a CTD with the fatal error:

======{Date} ======File: ..\src\Core\vfs_file_raii.cpp Line: 36 Location: vfs:: COpenReadFile::COpenReadFile

======{Date} ======File: ..\src\Core\vfs_file_raii.cpp Line: 32 Location: vfs::COpenReadFile::COpenReadFile

Could not open file: Skills_Settings.ini

Help.

EDIT2: Okay, I'm going to leave this here so people can learn from my own idiocy. I forgot to set the vfs ini referenced by Ja2.ini to the IoV one, it was still set to JA2113. Yeah.... Sigh...

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Tue, 03 Aug 2010 03:06:52 GMT View Forum Message <> Reply to Message that might be the ammo disappearing issue jinxed talked about. did you use xml editor before playing? or it might just be the incompatibility between the ammo and LBE gear. anyhow, i'll let them figure this out. thx for the feedback.

Page 124 of 280 ---- Generated from The Bears Pit Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Slax on Tue, 03 Aug 2010 04:40:11 GMT View Forum Message <> Reply to Message Absolutely no modification. Just unpacked and played.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Tue, 03 Aug 2010 16:37:12 GMT View Forum Message <> Reply to Message HLTV, STOMP new version (1.2) got released.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Jinxed on Tue, 03 Aug 2010 19:34:01 GMT View Forum Message <> Reply to Message To keep on merging every release is tedious to say the least. Even Sandro mentioned that it is a lot of work and I think we sometimes forget and just expect new versions to be made for us. What do the coders get in exchange? Thanks? Wow.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by ironmonger on Tue, 03 Aug 2010 19:40:38 GMT View Forum Message <> Reply to Message Installed 919 yesterday and must say I'm really pleased. Just that. No crashes, no real bugs - nice!

Happened across my first bug - when trying to split a crate of 7.62x54 by dragging it over a tripod-mounted PKM, the game crashes. Might have something to do with the increased ammo capacity. On the Kord-S everything work fine (but the HMG tripod doesn't affect ammo capacity...).

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Thu, 05 Aug 2010 03:28:23 GMT View Forum Message <> Reply to Message thx for letting us know. the tri-pod ammo had been a pain in the ass for us. even when every value was set up right, we get NADA when ejecting if we load the gun with 10/20/75rd magazines. this is a new one tho.

Page 125 of 280 ---- Generated from The Bears Pit Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by TheShodan on Thu, 05 Aug 2010 11:17:47 GMT View Forum Message <> Reply to Message VictOkay, I think I found the problem.

The skills_settings.ini is named skills_settings.INI, apparently it's case sensitive.

I just downloaded the latest SVN through TSVN and the Ja2_Settings.ini was named similarly, and could not be read. I renamed the extension to .ini from .INI and it worked. edit: Nope, nope nope, argh.

I still get a CTD with the fatal error:

======{Date} ======File: ..\src\Core\vfs_file_raii.cpp Line: 36 Location: vfs:: COpenReadFile::COpenReadFile

======{Date} ======File: ..\src\Core\vfs_file_raii.cpp Line: 32 Location: vfs::COpenReadFile::COpenReadFile

Could not open file: Skills_Settings.ini

Help.

EDIT2: Okay, I'm going to leave this here so people can learn from my own idiocy. I forgot to set the vfs ini referenced by Ja2.ini to the IoV one, it was still set to JA2113. Yeah.... Sigh...

haha i had the same issue to didn't even remember to do that.

I opened up standard JA21.13 with its vfs and theres a ton of improper values in HAM settings, this might have something to do with some issues we've been seeing recently?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by wolf00 on Thu, 05 Aug 2010 13:01:22 GMT View Forum Message <> Reply to Message

Page 126 of 280 ---- Generated from The Bears Pit ugly but rare .. 7.92x57[g] 75 rounds in double drum,rof is aprox 700

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by ironmonger on Thu, 05 Aug 2010 22:19:09 GMT View Forum Message <> Reply to Message Back to the PKM-error... it's a run time error:

Assertion Failure [Line 654 in file .\Item Types.cpp]

BTW, the bipod adds 100 rounds to the PKM's capacity of 100 (for a total of 200), but 7.62x54 Hi-cap belts hold 250 rounds...

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Fri, 06 Aug 2010 09:32:46 GMT View Forum Message <> Reply to Message roger dodger. wierd. had that problem fixed back in 918 when all the tripod mountable machineguns's ammo capacity were set improperly anyhow, i'll have them look at it and figure it out. thx

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by TheShodan on Fri, 06 Aug 2010 16:25:10 GMT View Forum Message <> Reply to Message http://i61.photobucket.com/albums/h44/theshodan_barebones/bizarrecrash.jpg

Game keeps crashing when I try and hurt this guy, don't quite understand why. I reloaded my save game a couple turns before this and this same guy always crashes me. Might have to do with Sandro's mod? edit: man thats a terrible pic, anyways I managed to kill the guy by not auto firing on his ass bizarrely enough. He was the last dude to kill too.

Page 127 of 280 ---- Generated from The Bears Pit I have another problem though. When the militia autofires on very very specific enemies, a woman this time to be specific, the game also crashes then. Just recently crashed and I have not bothered to retry it, however I assume the same crash will happen if anyone autofires on this particular enemy. too busy but I will debug it and see what traits it is, also I accidently saved over the save slot right before killing the first guy who crashed my game so I can't compare incidents, so instead I will wait for another one when I have time to play.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sat, 07 Aug 2010 06:19:32 GMT View Forum Message <> Reply to Message 919 final version is out.

In this version, the above mentioned xml problems were fixed. PKM+tripod's ammo capacity was set to 200 and will prevent the CTD. however the shooting-enemy-crashing issue remains a mystery i'll post it on the first page soon.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by TheShodan on Sat, 07 Aug 2010 08:17:04 GMT View Forum Message <> Reply to Message It might have to do with the traits in 1.12, is stomp built for ham3.6? Maybe 3.5 instead. Can the enemies get personality traits? This is the only thing I can think of thats affected by supression and therefore automatic fire.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by silversurfer on Sat, 07 Aug 2010 09:54:46 GMT View Forum Message <> Reply to Message IIRC STOMP 1.12 is based on code revision 3548 or even newer and this includes HAM 3.6.

Enemy soldiers can get traits. It depends on the ini settings.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by TheShodan on Sat, 07 Aug 2010 10:38:58 GMT View Forum Message <> Reply to Message Found the save with the crash dude in it (without militia thank god)

Page 128 of 280 ---- Generated from The Bears Pit doing cheats and such I found that if he doesnt know youre there, it doesn't crash, perhaps a favorable calculation of the suppression formula (in comparison to crashing lol)

Strangely enough... just take a look for yourself what traits it is lol http://i61.photobucket.com/albums/h44/theshodan_barebones/crashcollageiov919.png i dont think its deputy, found a deputy and cheated her to death with teleportation, but i didnt find any other enemies besidse this one with auto weapons in this wave

Now I have to check on the save with the militia who guzzle bullets and spit them back out at anything that moves...

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Sat, 07 Aug 2010 14:18:08 GMT View Forum Message <> Reply to Message How's the NAS update going? You started yet?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Jinxed on Sat, 07 Aug 2010 19:57:54 GMT View Forum Message <> Reply to Message lol, you crack me up nickfighter

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sat, 07 Aug 2010 20:41:09 GMT View Forum Message <> Reply to Message sounds like a STOMP issue. but it didnt happen with regular STOMP. hmm... anyhow. this is the last version that we will release before integrating with STOMP 1.2/NAS and it will be a while. we're planning on adding a few more features along with merging.

*Helmet armor inserts increase coverage, rather than armor;

*Functional MOLLE system

Page 129 of 280 ---- Generated from The Bears Pit *New CtH formula, which depend more on accuracy instead of effective range. So an M40A1 would be more accurate at 500yd compared to a M82A1 that has super long range

*Aimed burst, similiar to the Ddd mod's

*Shorter weapon increases chance to interrupt

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Jinxed on Sat, 07 Aug 2010 22:27:56 GMT View Forum Message <> Reply to Message HLTV anyhow. this is the last version that we will release before integrating with STOMP 1.2/NAS and it will be a while.

I would have thought it'd be a while. So much material to convert it's madness to even begin to do it, let alone bug test it.

Quote: *New CtH formula, which depend more on accuracy instead of effective range. So an M40A1 would be more accurate at 500yd compared to a M82A1 that has super long range moving away from headrock's NCTH?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sun, 08 Aug 2010 09:46:53 GMT View Forum Message <> Reply to Message i didnt read all the pages, but can someone tell me, in a nut shell, is headrock's NCTH system coming out soon? if so i'll just tell dboy to hold off on that.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support

Page 130 of 280 ---- Generated from The Bears Pit Posted by Faithless on Sun, 08 Aug 2010 10:31:47 GMT View Forum Message <> Reply to Message Quote:*Aimed burst, similiar to the Ddd mod's Not sure about HR's plans with this one, but he might have this in HAM 4 too.

Quote:but can someone tell me, in a nut shell, is headrock's NCTH system coming out soon?This will probably take a while (a few months?), but might still be worth waiting for because you get to redefine pretty much all your guns. :party: I think even Headrock doesn't know when this will be finished ^^

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by CptMoore on Sun, 08 Aug 2010 10:55:38 GMT View Forum Message <> Reply to Message Why not have three CTH formulas?

Old-Stock New-Stock (eliminate effective range allows older mods to use my cover system ^^) New-Revamp (new way of aiming stuff, which overhauls accuracy, recoil and blind shots)

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by wolf00 on Sun, 08 Aug 2010 12:21:11 GMT View Forum Message <> Reply to Message saiga 410g+my try loading this gun by .410g triple slugs,this causing game to ctd

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sun, 08 Aug 2010 17:38:33 GMT View Forum Message <> Reply to Message hmm ok, tell me more. is it a new game or existing save; does it CTD on all occasions?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by wolf00 on Sun, 08 Aug 2010 18:12:16 GMT View Forum Message <> Reply to Message http://www.mediafire.com/?n09gk4ucpu1104t here is my quicksave please check malice inventory,try loading ammo to saiga

Page 131 of 280 ---- Generated from The Bears Pit Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Gallardose on Sat, 14 Aug 2010 14:22:41 GMT View Forum Message <> Reply to Message hi guys, looks not 100% fine on my computer, when i play the game in combat the amuniton in weapons show up with two questionmarks. can you tell me what i did wrong?(im not very talanted in installing this mods to be honest)

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Maalstroom on Sat, 14 Aug 2010 14:29:12 GMT View Forum Message <> Reply to Message everzthing it's the waz it's supposed to be. you have the ?? because your merc doesn't know how many buletts he has left in the gun! ham related

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Gallardose on Sat, 14 Aug 2010 17:57:16 GMT View Forum Message <> Reply to Message Maalstroomeverzthing it's the waz it's supposed to be. you have the ?? because your merc doesn't know how many buletts he has left in the gun! ham related oh i missed that point and now i think its pretty good ^^ now i can enjoy it fully knowing everything is right. thanks for that^^

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by wolf00 on Mon, 16 Aug 2010 12:43:07 GMT View Forum Message <> Reply to Message ks23-k break down due to ammo,you cant load ammo from ammo box,saiga .410 break down due to same reason,but you can can load your .410 ammo to taurus judge/ five shot 410 magazines for T judge can saiga handling well ...

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Gallardose on Mon, 16 Aug 2010 19:26:01 GMT View Forum Message <> Reply to Message ive not really understand the malf rate system, is the weapon better if it has +++++ or +?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Tapp on Mon, 16 Aug 2010 22:48:48 GMT

Page 132 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Can someone help me with the IoV 919 final ? I've got a problem with Bobby Ray, particularly with ammo. When I click ammo, it shows me all the ammo, but only in crates - when I click pistol ammo or any other ammo subtype, it tells me, there is NONE magazines available, even when BR selection turned on AWESOME. Tried to wait a couple of days in game, but it didn't help. Started the a new game three more times, but it also didn't help. I don't know how to fix this.

Downloaded the newest 1.13 SVN, installed on a fresh JA2 GOLD, used the zip from the download link, even tried the IoV SVN...

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Slax on Tue, 17 Aug 2010 00:03:23 GMT View Forum Message <> Reply to Message You can only get crates from Bobby Ray's.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Loucipher on Tue, 17 Aug 2010 08:37:35 GMT View Forum Message <> Reply to Message Using crates is simple. Buy a crate from Bobby Ray, then attempt to "load" a gun with it. Every time you do it, five clips of ammo get added to the merc's inventory.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Tapp on Tue, 17 Aug 2010 08:40:45 GMT View Forum Message <> Reply to Message Slax, Loucipher - thanks for the reply - didn't know that BR got only crates. But is there any way to revert to the old system ( BR having magazines ), because I liked it more ?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Slax on Tue, 17 Aug 2010 11:00:48 GMT View Forum Message <> Reply to Message XML editing. Have fun with that.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Loucipher on Tue, 17 Aug 2010 14:34:02 GMT

Page 133 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Basically, you'd need to re-enable all magazine items as buyable at Bobby Ray's. Given that there's quite an awful lot of magazine types (on top of another awful lot of calibres available), that amounts to a few sleepless nights, if done manually (using XML Editor, for example).

Beats me why you would want that, anyway. With a crate, you just have one container of particular ammo type/calibre to handle. And you can quite easy distribute ammo among all mercs who need it. There's even a shortcut to merge all stranded magazine ammo into crates in tactical mode. It took me a whle to learn it... now I never leave more ammo as mags than needed for immediate use.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by CptMoore on Tue, 17 Aug 2010 17:42:09 GMT View Forum Message <> Reply to Message Ammo crates cost too much, if you start a game with stock starting money you will only be able to buy one type of ammo and some other stuff for your mercs.

Would it be possible to lower the amount of ammo in an ammo box and subsequently make it cheaper to buy?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by smeagol on Tue, 17 Aug 2010 17:51:52 GMT View Forum Message <> Reply to Message That's why I added ammo boxes to AIM.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Loucipher on Tue, 17 Aug 2010 19:26:37 GMT View Forum Message <> Reply to Message True They are also available from Bobby Ray, fit in the backpacks, and are a tad cheaper. Plus, there's a shopkeeper that sells "box-maker" donkeys quite near your starting sector.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Tapp on Wed, 18 Aug 2010 10:35:16 GMT View Forum Message <> Reply to Message Loucipherthat amounts to a few sleepless nights, if done manually

So, why do it manually ? I've used a text editor with macro function, it took me about 15 minutes to

Page 134 of 280 ---- Generated from The Bears Pit get it done It gives back Bobby Ray all the magazines ( the basic quantity is set to 8 ). So anyone who liked the old system, here's the download link: http://www.mediafire.com/?9dmm7lid0vrelgl

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Fri, 20 Aug 2010 08:03:49 GMT View Forum Message <> Reply to Message Well for realism purposes we made BR sell bulk ammo only. also there were a million complaints about having too many pages in the ammo section and our mod contributed to arthritis. and such. if not, Bobby Ray would be the only gunshop in the world, that sells ammunition that are alraedy loaded into magazines. i mean, holy crap, free mags, yay, i wish i get to buy some of that for my new M1A .308.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Loucipher on Fri, 20 Aug 2010 10:46:00 GMT View Forum Message <> Reply to Message A dialogue in some desolate gun shop somewhere... "Gimme 30 rounds of 9mm Luger JHP." "Boxed or mag?" "Nah... just gimme a loaded , I'll shoot you right here."

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by pnmartin on Sat, 21 Aug 2010 04:23:36 GMT View Forum Message <> Reply to Message I can't get 919 to work. I get: Quote:=====[the date and time]====

File: ..\src\Core\vfs_file_raii.cpp Line: 36 Location: vfs::COpenReadFile::COpenReadFile

=====[the date and time]====

Page 135 of 280 ---- Generated from The Bears Pit File: ..\src\Core\vfs_file_raii.cpp Line: 32 Location: vfs::COpenReadFile::COpenReadFile

Could not open file:Skills_Settings.ini

Any idea what's wrong?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by silversurfer on Sat, 21 Aug 2010 07:33:48 GMT View Forum Message <> Reply to Message The "Skills_Settings.INI" is from STOMP. Maybe it's missing or in the wrong folder?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by pnmartin on Sat, 21 Aug 2010 14:11:05 GMT View Forum Message <> Reply to Message Should I be installing STOMP first, then? I was under the impression it was included in 919.

Here's what I've done, and it yields the same results each time:

1. clean install of JA2 gold 2. update to latest 1.13 (1228) 3. 919 extract 7z on top of JA2 gold folder. Tell it to replace everything. 4. attempt to run game with new .exe 5. experience that exact same error message

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Vict on Sun, 22 Aug 2010 18:29:40 GMT View Forum Message <> Reply to Message TimespikeI can't get 919 to work. I get: Quote:=====[the date and time]====

File: ..\src\Core\vfs_file_raii.cpp Line: 36 Location: vfs::COpenReadFile::COpenReadFile

=====[the date and time]====

Page 136 of 280 ---- Generated from The Bears Pit File: ..\src\Core\vfs_file_raii.cpp Line: 32 Location: vfs::COpenReadFile::COpenReadFile

Could not open file:Skills_Settings.ini

Any idea what's wrong?

Open the JA2.ini, change the VFS reference line pointing to the JA2113 VFS config so it points to the IoV VFS config instead.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Mon, 23 Aug 2010 10:02:18 GMT View Forum Message <> Reply to Message Vict is right Remember kids, rule number one is: RTFM!

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by pnmartin on Mon, 23 Aug 2010 23:54:23 GMT View Forum Message <> Reply to Message Heh. I did a much more brutish workaround - I just copied the relevant file into every folder until the error went away.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Tue, 24 Aug 2010 09:02:50 GMT View Forum Message <> Reply to Message TimespikeHeh. I did a much more brutish workaround - I just copied the relevant file into every folder until the error went away.

*handshakes*

I'm too shy to tell people to do that way.

Anyhow. Just came here to keep yall posted. We made a list of features that we've planned to implement (some are being worked on already)

1. New malfunction setting & LBE plate carrier - Done

Page 137 of 280 ---- Generated from The Bears Pit ***** Top Priorities *******

2. Functional MOLLE system

3. New CTH calculation system. Weapon's effective range value will no longer be depended upon for accuracy; new system will rely mostly on accuracy value and various aiming bonuses

4. Helmet protective attachments increase coverage area, rather than armor value

5. Improve the effect of ghillie suit

6. Aimed Burst; use mouse wheel to increase/decrease number of shots in full-auto mode

7. Shorter weapon increases chance to interrupt; various limits on what you can do during interrupted turn, and limited AP to use during interrupted turn (For example, you can no longer interrupt an enemy and take off running back 5 tiles and climb a roof)

8. support two or more default attachment

***** Concept that had not been yet approved ******

9. For NAS: attachment sequence; for example, FIRST, install UltiMak Rail interface, THEN install modern optics; Install ACOG first, then install mini reflex sight. This will save us from making comboes such as ACOG-REFLEX, and UltiMak 7x Scope. Everything can be installed onto the weapon as long as you follow wthe right sequence.

10. Two default attachments

11. Internalize the setting for militias' & civillians' turn speed. spd up/down in the game preference menu during gameplay.

12. varies the throwing distance of different grenades based on their weight

13. Gun system. Two handed weapons will require a gun sling attached to be carried in the "gun sling" slot; besides the carry function, certain gun slings can be used to sling-arm to steady the aim. Gives bonus to aiming (will be overridden by the bonuses of bi-pods, since sling-arm when using bipod doesnt help at all.

14. break the limit on grenade launchers' range

15. Underbarrel shotgun, or grenade launcher launching buckshot (yeah, right.)

16. Multi-shot rockets (to make our M202 FLASH really work)

17. selective-fire grenade launchers

18. Forced grenade-launcher mode when is installed onto the rifle; also cost one

Page 138 of 280 ---- Generated from The Bears Pit round to launch grenade

19. armors will have directional protection; characters will also have sides (front, rear, l/r side)

20. enemy surrenders after moral failure

21. fire-and-forget rockets will have different types of projectiles

22. explosives will have directions as well. such as the concept of Claymore, and AT rocket

23. to extend concept 22, wall-breaching shaped charges, which only damage the wall and one tile behind it. the detonator may stand right beside it and not get hurt.

24. movement in formation

25. 8-man teams

26. weapon preferences for mercs. some will prefer NATO, some like Russian; some like CQB while some prefer long range or kabooms. Grant small bonus for using preferred weapon.

27. familiarity growth of a specific weapon. keep using the same weapon will allow the character to become more efficient with it. more accurate, faster, less jams.

28. jump to X page function for ebay Bobby Ray's

29. functional Power Armor

30. Functional

31. map-wise item repair

32. tactical flashlight

33. night vision scope should not stack with night vision goggle after the gun is raised.

34. fire support w/ helicopter. no animation required. use same cursor as auto-fire, draw a line and the HELO will strafe with machineguns

***** Far fetched concept, which will probably never be adopted ***** diversed body types. make t-shirt & jean mercs look like G.I Joe or PMCs (and a boob job for female mercs)

[color:#FF0000]Throwing grenade in Prone position (This is actually being worked on!! some one is drawing the animation for us already)[/color] shooting rockets in kneeling position

Page 139 of 280 ---- Generated from The Bears Pit carrying people on the back more sprites for firearm in hand

HMG tripods will require deploying before use. fighting with two blades full-auto with both hands one handed assault shield armor will have independent protective area, which makes the knee pads no longer a "leg shield generator" actual NAPALM, which also illuminates constructable defensive works; when kneeling behind sandbag, windows or rocks, grant partial bi-pod bonus door breaching sledge blind-shooting behind cover or around corner peri-scope for corner, or corner-shot.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Tue, 24 Aug 2010 09:37:48 GMT View Forum Message <> Reply to Message Mmmmm....gun slings....tasty!

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Vict on Tue, 24 Aug 2010 21:04:37 GMT View Forum Message <> Reply to Message HLTV

18. Forced grenade-launcher mode when Rifle Grenade is installed onto the rifle; also cost one round to launch grenade

Page 140 of 280 ---- Generated from The Bears Pit Aren't grenades fired with blank cartridges?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Tue, 24 Aug 2010 21:33:59 GMT View Forum Message <> Reply to Message most of them, yes but we cannot simulate that in the game; however there are two types of rifle grenade that was designed to "catch" or let thru the projectile. the SIMON rifle grenade and French VB rifle grenade. The former catches the bullet and use it as propulsion while the latter allows the bullet to pass thru while the adapter collects the gas.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Hairysteed on Tue, 24 Aug 2010 22:14:40 GMT View Forum Message <> Reply to Message How about a merge? Rifle grenade + weapon -> single shot disposable launcher. The expended launcher item would be the rifle. Would that work?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Tue, 24 Aug 2010 23:00:43 GMT View Forum Message <> Reply to Message HairysteedHow about a merge? Rifle grenade + weapon -> single shot disposable launcher. The expended launcher item would be the rifle. Would that work? good thinking, but several things; the "expended launcher" would be just the weapon, anything attached to it would have been gone; might not return to the same condition %; ammunition loaded is likely either become full or 0. neither will that achieve the consumption of a for launching grenade.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by RRT_877 on Wed, 25 Aug 2010 12:04:06 GMT View Forum Message <> Reply to Message Hi guys, we are finally finished, with our "EnemysChoiseCollection 3" ..

Page 141 of 280 ---- Generated from The Bears Pit .. featuring:

GunChoise_Coolness ( Guns are sorted by its coolness value )

GunChoise_Damage ( Guns sorted by its damage )

GunChoise_Era ( Guns sorted by its Era *old version* )

GunChoise_Era2010 ( Guns sorted by its Era *new version* )

GunChoise_Price ( Guns sorted by its price )

GunChoise_Range ( Guns sorted by its range )

ItemChoise_2010 ( Hybrid for Day and night Players *new version* )

ItemChoise_Day ( For Day players )

ItemChoise_Hybrit ( For Day and Night Players *old version* )

ItemChoise_Night ( Best Choise for Night Players )

All arrival Here: http://www.esnips.com/doc/fa9cdb5b-496a-4edb-aa85-1ef393a363f4/ChoiseCollection3

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by tbird94lx on Wed, 25 Aug 2010 22:11:06 GMT View Forum Message <> Reply to Message donno if its been posted or not..but..installed a fresh ja2 gold..current svn..and the 919 final..no add-ons..wanted to try it au natural...tis fine..works..but..i try to use xml editor to remove the goofy stuff and 50 bmg and ww1 weapons and it thoroughly messes everthing up..no longer can grenades be stacked or kept in lbe..and most ak-class ammo wont allow stacking or storing in lbe...it seems my just changing the coolness of selected weapons to 0 to exzclude them from my game affects ALOT more that i didnt touch...any answers?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Tapp on Thu, 26 Aug 2010 10:15:37 GMT View Forum Message <> Reply to Message Tbird, read the first line of the first post of this thread:

DO NOT USE THE XML EDITOR TO EDIT 919's WEAPONS.XML

Page 142 of 280 ---- Generated from The Bears Pit Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Thu, 26 Aug 2010 11:04:08 GMT View Forum Message <> Reply to Message TappTbird, read the first line of the first post of this thread:

DO NOT USE THE XML EDITOR TO EDIT 919's WEAPONS.XML

As I already said, RTFM! Or the first post

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Thu, 26 Aug 2010 19:22:48 GMT View Forum Message <> Reply to Message aye. the xml editor is not compatible with our new xmls mainly due to the malfunction rate value and the expanded LBE pocket size & type you'll just have to do it manualy

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Thu, 26 Aug 2010 20:57:41 GMT View Forum Message <> Reply to Message Well, during the old days of JA 2 modding we had to go through editing items using notepad, without the luxury of any .exe editors. Or that's what I did, anyway...

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Headrock on Thu, 26 Aug 2010 21:45:03 GMT View Forum Message <> Reply to Message Quote: 3. New CTH calculation system. Weapon's effective range value will no longer be depended upon for accuracy; new system will rely mostly on accuracy value and various aiming bonuses

NCTH is about to be completed, just wanted to say that. Maybe you should wait before you attempt it to see if I've managed to get it right, then decide whether you want to go through the whole process again.

Page 143 of 280 ---- Generated from The Bears Pit Quote:6. Aimed Burst; use mouse wheel to increase/decrease number of shots in full-auto mode

This has already been done TWICE. Once by Zilpin, the other by DDD. I'm hoping to merge one of them into HAM 4 to complement NCTH. I'll let you know how that works out.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Thu, 26 Aug 2010 23:28:54 GMT View Forum Message <> Reply to Message [quote=Headrock]Quote: NCTH is about to be completed, just wanted to say that. Maybe you should wait before you attempt it to see if I've managed to get it right, then decide whether you want to go through the whole process again. good call, altho compared to your system, ours is merely a small tweak . still i think it's best to put that on a halt. pretty sure u can get it right, if not the first time

Quote:

This has already been done TWICE. Once by Zilpin, the other by DDD. I'm hoping to merge one of them into HAM 4 to complement NCTH. I'll let you know how that works out.

we were hoping for the samething, but since the DDD had came out for a while and we see no signs of anyone adopting it, we decided to do it ourselves; now i know that u're doing it, i think we can shift our focus to something else. thx for letting me know, guess i was just uninformed.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Headrock on Fri, 27 Aug 2010 00:00:50 GMT View Forum Message <> Reply to Message Well NCTH is taking an awful lot of time thanks to being so complex. Fortunately, it's basically finished, I need to start Alpha testing, but that requires XML work and no one has volunteered

Maybe you'll be willing to make a version of IOV that's compatible with NCTH, and then HAM 4 will include this version of IoV by default, for people to test them together. I have to admit I was hoping to have the first NCTH version released with either vanilla-based XMLs or AIM-based XMLs, but if the guys at IoV are feeling adventurous, that may be good for both our mods. Just something to consider.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Fri, 27 Aug 2010 02:29:43 GMT

Page 144 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message since dboy is revamping iov for NAS, might as well make him do a little extra work

*cracks whip* what exactly changed, xml wise? is there a few more lines of variables, or are they completely different?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Headrock on Fri, 27 Aug 2010 04:14:58 GMT View Forum Message <> Reply to Message There are 2 new tags to be added to all burst/auto weaponry (horizontal and vertical recoil), while 2 tags must be removed (auto/burst penalty). In addition, all weapons' Accuracy values must be redone to conform to a completely new scale of 0-100 (like you described above, in NCTH accuracy is an extremely important value, even more than range).

Also, for all attachments in Items.XML, a new system of bonuses is used that's based on stance and affects the new Shooting Mechanism variables. There are ~15 tags you can use, but you only need to add the ones fitting the specific attachments. You can add up to three instances of the same tag, one for each stance (so for instance, you could make an attachment that's more useful when crouched and much more useful when prone). Another example is bipods, which only get their bonus when prone... Also, scopes and lasers now use a range-factor tag, so for instance all scopes have their magnification factor (2x, 4x, 10x) as a tag.

And naturally, many tags in Items.XML are now obsolete, including things like ToHitBonus and MinRangeForAimingBonus, etcetera. These need to be removed and replaced.

I won't lie to you, it's a ton of work, so it's not something to casually pick up...

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Fri, 27 Aug 2010 07:34:09 GMT View Forum Message <> Reply to Message that's okay, it's not like i'm doing any of the work dboy wants to know when is your NCTH gonna be rdy. because his conversion for NAS is almost done;

If soon, he'll try to cover that before releasing the new version. in regard to Aimed Burst, do you plan on incorporating DDD mod, or mix it with your own ideas?

There is a setting in DDD such as losing the aimed burst bonus after X many rounds fired (which

Page 145 of 280 ---- Generated from The Bears Pit simulates recoil getting out of control); dboy's personal preference is to give each weapon its own value. for example, AK47 will lose the accuracy bonus after the second round is fired; 3 for AR15, 5 for MP5, etc.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Fri, 27 Aug 2010 09:34:36 GMT View Forum Message <> Reply to Message HLTVthat's okay, it's not like i'm doing any of the work dboy wants to know when is your NCTH gonna be rdy. because his conversion for NAS is almost done;

YEAH!!! *CSI Miami music*

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by RRT_877 on Fri, 27 Aug 2010 21:55:03 GMT View Forum Message <> Reply to Message Little Bug Report #1

The MP5 PDW is a one hand weapon, in my opinion it's a two hand weapon.

Fixed Code:

939 MP5K-PDW HK MP5K-PDW The MP5K-PDW (Personal Defense Weapon) is improve on MP5K. It is equipped with a side-folding buttstock and a threaded three-lug barrel for attaching suppressors. HK MP5K-PDW The MP5K-PDW (Personal Defense Weapon) is improve on MP5K. It is equipped with a side-folding buttstock and a threaded three-lug barrel for attaching suppressors. 2 939 3 687 25 4 1390 3

Page 146 of 280 ---- Generated from The Bears Pit 6 -1 1 1 1 1 1 1 1 3 1 900 5 5 20

The most 5.45mm Weapons like the Ak47 mostly come with only one Magazine.

( Sorry I don't know how to fix it )

The SPAS-12 in a one handed weapon, in my opinion it should by a two handet weapon

Fix:

775 SPAS-12 SPAS-12 Designed as a police weapon from the ground up, it was introduced in 1979. SPAS-12 A semi- designed for police use and Hollywood action movies. For lighter loads and special ammunition switch to pump-action. 2 775 3 286 44 6 1547 4 1 -1 1 1

Page 147 of 280 ---- Generated from The Bears Pit 1 1 1 1 1 3 1 24 -1 20

7,62*39mm only appears in HP, even by cheat browsing items ( Clt + W ), 7,62*39mm weapons only come with HP ammo.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Headrock on Fri, 27 Aug 2010 23:18:31 GMT View Forum Message <> Reply to Message Quote:dboy wants to know when is your NCTH gonna be rdy. because his conversion for NAS is almost done;

It'll actually be ready very soon, I'm hoping to start the Alpha testing as soon as I have the XML. Might be a little more complicated though, given that HAM 4 is still based on 3329 or 3356, and I don't know whether I should upgrade or how much effort upgrading would take at all.

In the meanwhile, tell Dboy that releasing his NAS conversion is far more important, especially with so many people waiting for it. Also I just got a great idea from Wil473 - to rework the original JA2 items only first, and test NCTH with those. It's much less work, which I might even be able to do alone.

Quote:in regard to Aimed Burst, do you plan on incorporating DDD mod, or mix it with your own ideas?

I have yet to look at DDD's code, actually, so I don't know how it works. But I can't imagine it's any different from what I've seen in Zilpin's code, the idea is pretty simple, isn't it? I don't think there's much to add there.

Quote:There is a setting in DDD such as losing the aimed burst bonus after X many rounds fired (which simulates recoil getting out of control);

Oh well that's completely irrelevant in NCTH. It has its own recoil system that is completely separate from aiming. Aiming a burst will simply ensure that the first bullets are fired closer to the target. From that point on, it's a "contest" between the weapon's recoil force and the shooter's counter-force, to try and keep the muzzle pointed at the target. If the weapon is very powerful, no

Page 148 of 280 ---- Generated from The Bears Pit amount of aiming will prevent it from ending up pointed very far from the target. Extra aiming, however, will make it much more probably to kill a target at a good range with a short burst, and for autofire it means that fewer bullets are wasted before the shooter brings the muzzle back towards the target. It's really complicated to explain how it works, the best example will be once you actually test it yourself.

Quote:dboy's personal preference is to give each weapon its own value. for example, AK47 will lose the accuracy bonus after the second round is fired; 3 for AR15, 5 for MP5, etc.

Well this will be handled through the weapon's recoil force and the shooter's counter-force. Counter-force is specific to the merc, while recoil is defined in the weapon's XML, so you'll have full control of this behavior.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sat, 28 Aug 2010 02:25:54 GMT View Forum Message <> Reply to Message Roger Dodger we shall see when ur NCTH is out.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sat, 28 Aug 2010 02:30:49 GMT View Forum Message <> Reply to Message RRT877Little Bug Report #1 ......

Thx.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Sat, 28 Aug 2010 08:04:17 GMT View Forum Message <> Reply to Message I think you should first release the NAS version for the publicity (920) and then proceed with the NCTH additions, so that any NAS bugs or other issues can be reported before they cause serious trouble. Also, I'd like to finally play IoV-NAS

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Virtus on Sat, 28 Aug 2010 10:30:47 GMT

Page 149 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message I haven't played this mod for a while, but I see that SPAS-12 is still one handed weapon. This means that M1941 Johnston ammo is still messed up a bit, this weapon has ammo capacity of 10 but magazines for it have capacity of 8 (despite name and description saying 10), except for tracer. Reloading with other ammo type than tracer is equal to CTD.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sat, 28 Aug 2010 21:02:53 GMT View Forum Message <> Reply to Message IoV NAS version is done & under testing; the thing with SPAS-12 is, like i stated many times, it has a special folding stock with a "hook" at the end, which was designed to support one handed firing. In a nutshell, this gun can be fired single handed.

however due to increasing complaints (read all the replies, you can find at least 4 already), as well as game balance purpose (no penalty for firing onehanded) we're gonna just change it to two-handed.

@Shogun: thanks.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by RRT_877 on Sat, 28 Aug 2010 22:48:55 GMT View Forum Message <> Reply to Message Little Bug Report #2

- The US M1 Helmet and the British Mk II, cant fit NVS and sunglass

- Why does the Chinese SKS ( Type 63 ) has a bayonet attached, and the Original SKS has not?

Fix: Add following line to the "SKS"s, items.xml entry.

1694

- The Twaron helmets Picture shows a camo printing, but it doesn't have a camo bonus.

Page 150 of 280 ---- Generated from The Bears Pit Fix: Add following line to the "Twaron Helmets"s, items.xml entry.

17

- The ".30-06 10 Rounds" Bullets have a capacity of 8 Bullets, in stead of 10. If you use a Create with a M1 Garand, you got these ones in stead of the original Clips.

- The Swat Helmet picture shows ballistic goggles, but you can use separate ballistic goggles with it. To fix it you can set ballistic goggles as an default attachment for the Swat helmet or make it incompatible to ballistic goggles.

Fix: Add following line to the "Swat Helmet"s, items.xml entry.

1749

- The Mk4 Mods picture does't shows a "4x Marksman", but is is its default Item. ( not so bad in my opinion )

Fix:

- The Ak bayonet doesn't fit in its sheath

- The 7.62x39mm armor pricing round appears to late in the game ( ~35% ).

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by tais on Sat, 28 Aug 2010 23:12:08 GMT View Forum Message <> Reply to Message are you IoV guys making use of the option to have multiple starting gear per merc? if so there's an option to make certain starting gear kits cheaper or more expensive by setting to a minimum of -100 or a maximum of 200, -100 makes it for free, 200 makes it triple the normal price, 0 is default the tag is not required in the xml but it could come in handy for balancing

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support

Page 151 of 280 ---- Generated from The Bears Pit Posted by HLTVpro on Sun, 29 Aug 2010 05:40:10 GMT View Forum Message <> Reply to Message wow, that is some good feedback. thanks RRT877! the 7.62x39mm ammo type problem can be solved by changing coolness value. that's gonna get fixed for sure; as for the ak bayonet problem: did you just happen to use xml editor? if so, you might wanna re-install the mod (just the xmls), because they will be corrupted, and LBE gear's pocket size will be all messed up.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sun, 29 Aug 2010 05:49:38 GMT View Forum Message <> Reply to Message Taisare you IoV guys making use of the option to have multiple starting gear per merc? if so there's an option to make certain starting gear kits cheaper or more expensive by setting to a minimum of -100 or a maximum of 200, -100 makes it for free, 200 makes it triple the normal price, 0 is default the tag is not required in the xml but it could come in handy for balancing woah woah, hold on, what option is this from? i'm totally unfamliar with it, could u please elaborate on this? is it a HAM function? my knowledge of 1.13 is pretty outdated.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Sun, 29 Aug 2010 05:52:29 GMT View Forum Message <> Reply to Message RRT877Hi guys, we are finally finished, with our "EnemysChoiseCollection 3" ..

.. featuring:

GunChoise_Coolness ( Guns are sorted by its coolness value )

GunChoise_Damage ( Guns sorted by its damage )

GunChoise_Era ( Guns sorted by its Era *old version* )

Page 152 of 280 ---- Generated from The Bears Pit GunChoise_Era2010 ( Guns sorted by its Era *new version* )

GunChoise_Price ( Guns sorted by its price )

GunChoise_Range ( Guns sorted by its range )

ItemChoise_2010 ( Hybrid for Day and night Players *new version* )

ItemChoise_Day ( For Day players )

ItemChoise_Hybrit ( For Day and Night Players *old version* )

ItemChoise_Night ( Best Choise for Night Players )

All arrival Here: http://www.esnips.com/doc/fa9cdb5b-496a-4edb-aa85-1ef393a363f4/ChoiseCollection3 i had to apologize that i totally missed your post. this is some good stuff in here. is it okay if we use this as an add-on to our mod? Danke! edit: if so, how shall we give credit? (author name, etc)

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by RRT_877 on Sun, 29 Aug 2010 07:08:25 GMT View Forum Message <> Reply to Message HLTVi had to apologize that i totally missed your post. this is some good stuff in here. is it okay if we use this as an add-on to our mod? Danke! edit: if so, how shall we give credit? (author name, etc)

Yes of cause! Feel free to use it in any way you what.

The authors are: Grasyl, RRT877 and kobalt

But its ok if you can't give credits for some reason.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by silversurfer on Sun, 29 Aug 2010 09:22:25 GMT View Forum Message <> Reply to Message HLTV woah woah, hold on, what option is this from? i'm totally unfamliar with it, could u please elaborate

Page 153 of 280 ---- Generated from The Bears Pit on this? is it a HAM function? my knowledge of 1.13 is pretty outdated.

Have a look at this thread -> http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=258223#Post258 223

It's a new function in current 1.13 developer code.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by tais on Sun, 29 Aug 2010 09:52:07 GMT View Forum Message <> Reply to Message and if you have any questions about it you can ask me

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by Nickfighter on Sun, 29 Aug 2010 11:45:50 GMT View Forum Message <> Reply to Message HLTV, as far as I know, the community are the greatest testers Also, if you need some people to beta-test IoV sometime soon, call me. I've already helped Sandro and Headrock, reporting many, many bugs, so I have experience with this kind of shit

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Mon, 30 Aug 2010 08:12:33 GMT View Forum Message <> Reply to Message that's pretty neat. is it gonna be merged with 1.13? when?

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by tais on Mon, 30 Aug 2010 08:19:28 GMT View Forum Message <> Reply to Message it's already in the beta svn, together with NAS, HAM and STOMP that's why the change in the MercStartingGear.xml was needed

Page 154 of 280 ---- Generated from The Bears Pit Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Mon, 30 Aug 2010 08:22:52 GMT View Forum Message <> Reply to Message Quote:Yes of cause! Feel free to use it in any way you what.

The authors are: Grasyl, RRT877 and kobalt

But its ok if you can't give credits for some reason.

/salute

Quote:HLTV, as far as I know, the community are the greatest testers Also, if you need some people to beta-test IoV sometime soon, call me. I've already helped Sandro and Headrock, reporting many, many bugs, so I have experience with this kind of shit thank you for the enthusiasm, however, since i'm the only one that will be coordinating between BP and our modders, that can get frustrating. i'd prefer just come here to release the new version and write a brief description, check on the feedbacks in a few days, and translate/write a report so our guys would know what to fix and what the expectations are. so i say just help us by playing the mod and give a feedback if you figured out something wrong. mahalo.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Mon, 30 Aug 2010 08:24:52 GMT View Forum Message <> Reply to Message Taisit's already in the beta svn, together with NAS, HAM and STOMP that's why the change in the MercStartingGear.xml was needed interesting. this is definately something that we shall utilize. thx for the info.

Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by tais on Mon, 30 Aug 2010 08:30:19 GMT View Forum Message <> Reply to Message more people should go on irc, this is where all these great ideas are being made

Page 155 of 280 ---- Generated from The Bears Pit Subject: Re: Dboy's IoV 918 W/ STOMP1.0A support Posted by HLTVpro on Mon, 30 Aug 2010 19:26:20 GMT View Forum Message <> Reply to Message ok. as of now, dboy only experimentally added an extra set of starting gears for a few selected mercs this is some tedious work since we can't use the xml editor.

Subject: Little Bug Report #3 Posted by RRT_877 on Tue, 31 Aug 2010 04:28:23 GMT View Forum Message <> Reply to Message Little Bug Report #3

- The Famae mini's picture shows a short straight magazine, but its using a round 30 mag.

Fix: Change its magazine size, but the 32 mag is a bit to long, I prefer a 18 round Glock magazine

Change the following line, to the Famae mini's, weapons.xml entry.

18

- The picture of the QBZ56C shows an shorter magazine then than standard 30 Round Ak ( Avtomat ) Mag. Is seems to be an 25 Mag, but such a mag don't exist and there is no need for such a mag, I would give a 20 round mag to it.

Fix: Change the following line, to the QBZ56Z's, weapons.xml entry.

18

- The G41A2 and '33EA2, pictures shows that they were using the same magazine, but on uses the HK 35 round mag and the other a standard AR 30 round mag. I would give the 35 round mag to all HK G?? guns of this generation, expect g36 of cause.

Fix: Change the following line, to the G41a1's, weapons.xml entry.

35

- The Barracuda, has still its "auto pistol" reloading sound, in stead of the new nice revolver reloading sound, of the MR series.

Page 156 of 280 ---- Generated from The Bears Pit Fix: Change the following line, to the Barracuda's, weapons.xml entry.

Line 215: 99

The AMKSU's Picture shows off a 5.45mm mag, in stead of a 7.62x39 mag.

Fix: ( i'm working in on )

/edit

Here with no mag, a first.

And finished, we are not the best gfx artists but ok, we think.

Subject: Re: Little Bug Report #3 Posted by HLTVpro on Tue, 31 Aug 2010 07:05:12 GMT View Forum Message <> Reply to Message thx for all the hard work RRT877. edit: i think Mini-saf uses 20rd mags, and weren't you proposing giving QBZ56C 20rd mag as well? why is it 18 in the code? anyhow, i changed them both to 20.

Subject: Re: Little Bug Report #3 Posted by HLTVpro on Tue, 31 Aug 2010 07:40:43 GMT View Forum Message <> Reply to Message just a follow-up on the HK53 magazine issue: for now we're gonna just stick with the way they were, for gameplay purpose (so these guns aren't identical in stats); we're gonna change them all once HAM's magazine system comes out. the AKMSU's picture is good to go. (btw, the Russians did make a orange plastic 7.62x39mm magazine, but the magazine in the old picture DID have less curve than it should which made it look more like 5.45mm. in fact, i think they just edited on the same picture, lol) thanks again.

Page 157 of 280 ---- Generated from The Bears Pit Subject: Re: Little Bug Report #3 Posted by RRT_877 on Tue, 31 Aug 2010 07:47:05 GMT View Forum Message <> Reply to Message No, problem ..

-

So far, we are finished with the single era EGC ( EnemyGunChoise ) Files.

1900 - 1945 : http://www.esnips.com/doc/4183d5f5-0153-4b28-a18e-1026551a0281/Era1900_EGC ( World war 2 an earlier ) 1950 - 1959 : http://www.esnips.com/doc/ba3c536d-7829-48a9-b815-1ebe544367cc/Era1950_EGC ( Korea conflict ) 1960 - 1969 : http://www.esnips.com/doc/df13f6c0-0b72-462b-99a5-41d58eaaced7/Era1960_EGC ( early Vietnam ) 1970 - 1979 : http://www.esnips.com/doc/a4cbcb59-0452-4acd-b000-ff5d26081d8e/Era1970_EGC ( late Vietnam ) 1980 - 1989 : http://www.esnips.com/doc/385ed474-b727-4125-b3f4-1fb51227fac9/Era1980_EGC ( Soviet Afghan War ) 1990 ( early ) : http://www.esnips.com/doc/4486ea54-8af7-4c5b-88c6-6901c9b76822/Era1990_EGC__early 1990 ( late ) : http://www.esnips.com/doc/57401d50-9b64-451e-a3e1-0e54e3bba3b6/Era1990_EGC__late 2000 - 2002 : http://www.esnips.com/doc/7c8b7812-3c2e-4db4-ac72-9055b84e1a9e/Era2000_EGC 2003 - 2005 : http://www.esnips.com/doc/e1dca36f-d5c1-4960-bc6d-5327ad600f6f/Era2003_EGC 2006 - 2010 : http://www.esnips.com/doc/6318f3fc-98b7-4051-b131-ffcf822eb50e/Era2006_EGC 2011 - ? : http://www.esnips.com/doc/d0c6a41b-7e0c-46a7-889a-26aebc546d5a/Era2011_EGC ( Weapons witch are, designt but not yet in Service )

These files contains only one Era. So you can pick "1900" for only WW2 ( and earlier ) Weapons used by the Enemy ( and Militia ).

Subject: Re: Little Bug Report #3 Posted by ironmonger on Tue, 31 Aug 2010 16:55:34 GMT View Forum Message <> Reply to Message The G41 uses NATO STANAG (i.e. M16-style) magazines and has the respective catch, the 33 uses a catch like the G3 and has it's own line of magazines (which are not compatible with the M16-style mags). The 53 as a variant of the 33 uses the same magazines.

I happened across some minor bugs...

Page 158 of 280 ---- Generated from The Bears Pit - the Interceptor OTV can't be worn with the BEKAS Cammo BDU jacket. - the DPM Jacket can't be worn with most armors. - despite the description, the Stgw57 does not accept modern scopes - the ones equipped with the Ultimak rail can be fitted, however.

And a question: why does face gear appear on the mercs, but not on the IMP's?

Keep up the good work!

Subject: Re: Little Bug Report #3 Posted by HLTVpro on Tue, 31 Aug 2010 19:12:36 GMT View Forum Message <> Reply to Message RRT877No, problem ..

-

So far, we are finished with the single era EGC ( EnemyGunChoise ) Files.

1900 - http://www.esnips.com/doc/4183d5f5-0153-4b28-a18e-1026551a0281/Era1900_EGC 1950 - http://www.esnips.com/doc/ba3c536d-7829-48a9-b815-1ebe544367cc/Era1950_EGC 1960 - http://www.esnips.com/doc/df13f6c0-0b72-462b-99a5-41d58eaaced7/Era1960_EGC 1970 - http://www.esnips.com/doc/a4cbcb59-0452-4acd-b000-ff5d26081d8e/Era1970_EGC 1980 - http://www.esnips.com/doc/385ed474-b727-4125-b3f4-1fb51227fac9/Era1980_EGC 1990 ( early ) - http://www.esnips.com/doc/4486ea54-8af7-4c5b-88c6-6901c9b76822/Era1990_EGC__early 1990 ( late ) - http://www.esnips.com/doc/57401d50-9b64-451e-a3e1-0e54e3bba3b6/Era1990_EGC__late 2000 - http://www.esnips.com/doc/7c8b7812-3c2e-4db4-ac72-9055b84e1a9e/Era2000_EGC 2003 - http://www.esnips.com/doc/e1dca36f-d5c1-4960-bc6d-5327ad600f6f/Era2003_EGC 2006 - http://www.esnips.com/doc/6318f3fc-98b7-4051-b131-ffcf822eb50e/Era2006_EGC 2011 - http://www.esnips.com/doc/d0c6a41b-7e0c-46a7-889a-26aebc546d5a/Era2011_EGC

These files contains only one Era. So you can pick "1900" for only WW2 ( and earlier ) Weapons used by the Enemy ( and Militia ). does this mean that the enemy's weapon choice is restricted to certain eras only? for example, with Era 1960, enemy only have everything up to vietnam war?

Subject: Re: Little Bug Report #3 Posted by HLTVpro on Tue, 31 Aug 2010 19:13:56 GMT View Forum Message <> Reply to Message

Page 159 of 280 ---- Generated from The Bears Pit Quote:The G41 uses NATO STANAG (i.e. M16-style) magazines and has the respective catch, the 33 uses a catch like the G3 and has it's own line of magazines (which are not compatible with the M16-style mags). The 53 as a variant of the 33 uses the same magazines.

I happened across some minor bugs...

- the Interceptor OTV can't be worn with the BEKAS Cammo BDU jacket. - the DPM Jacket can't be worn with most armors. - despite the description, the Stgw57 does not accept modern scopes - the ones equipped with the Ultimak rail can be fitted, however.

And a question: why does face gear appear on the mercs, but not on the IMP's?

Keep up the good work! thx. i dont quite understand the last question; do you refer to our starting gear setting, or did u try to chance something, but they disappear after the game starts?

Subject: Re: Little Bug Report #3 Posted by RRT_877 on Wed, 01 Sep 2010 06:06:16 GMT View Forum Message <> Reply to Message HLTVdoes this mean that the enemy's weapon choice is restricted to certain eras only? for example, with Era 1960, enemy only have everything up to vietnam war?

No, only weapons from early Vietnam, from 1960 - 1969.

/edit

I changed the description a bit ..

Subject: Re: Little Bug Report #3 Posted by ironmonger on Wed, 01 Sep 2010 18:24:17 GMT View Forum Message <> Reply to Message If one of the mercs puts on NVGs or a gas mask, the item appears on his portrait - not just the symbol. If my IMP puts them on, the symbol appears, but the item doesn't show.

Subject: Re: Little Bug Report #3 Posted by WillyWonka on Wed, 01 Sep 2010 20:08:43 GMT View Forum Message <> Reply to Message

Page 160 of 280 ---- Generated from The Bears Pit RRT877No, problem ..

-

So far, we are finished with the single era EGC ( EnemyGunChoise ) Files.

1900 - 1945 : http://www.esnips.com/doc/4183d5f5-0153-4b28-a18e-1026551a0281/Era1900_EGC ( World war 2 an earlier ) 1950 - 1959 : http://www.esnips.com/doc/ba3c536d-7829-48a9-b815-1ebe544367cc/Era1950_EGC ( Korea conflict ) 1960 - 1969...

THANK YOU Mr. RRT!

At last I can play my "SAS Borneo conflict 1962"-style game without being completely annihilated by an enemy using HK23:s with LAM:s and spectra armour.

Subject: Little Bug Report #4 Posted by RRT_877 on Thu, 02 Sep 2010 05:44:33 GMT View Forum Message <> Reply to Message Little Bug Report #4

- The G36 x3 Sight's Picture, shows a G36 x3 Sight with reflex sight.

Fix: ( i remember a picture of it, but i have to search a bit )

- The FN 2000 Tactical' Picture shows of a Folding Front grip, but a standard grip is still attachable.

Fix: First solution is to remove the FN 2000 Tac from the Grips compatible list, the second solution is to set the grip a the FN 2000 Tac' default items.

- The game still chrashes when you try to mix up two Sapi III Plates

Fix: Change following Lines in the Merges.xml ( I don't test it yet )

Line: 115 Line: 116 183 Line: 117 183

Page 161 of 280 ---- Generated from The Bears Pit Line: 118 1763 Line: 119 0 Line: 120 2 Line: 121 20 Line: 122

^^Don't Work, the error must be else were ..

- Why does the P90 has one more Accuarcy then the P90 Tactical?

/edit

Ok, I tried several Merge Combinations:

Sapi III + Sapi III = Sapi III Pair // [color:#CC0000]Crash[/color] Sapi III + Sapi III = Glock 18 // [color:#CC0000]Crash[/color] Sapi III + Sapi IV = Sapi III Pair // [color:#33CC00]Work[/color] Sapi III + Sapi IV = Glock 18 // [color:#33CC00]Work[/color]

.. is seens the error is in the Sapi III's Items or Armor XML Entry. I'll try to over write and re work the complete XML entrys of the Sapi III Plaes. I'll we back soon.

/edit #2

I don't work, I've overwrite all it's ( the Sapi III's ) values with the Sapi IV ones, so the error isn't in the Items or Armors. xml. I'll look out the other XML files ..

/edit #3

I look up all XML files in with the Sapi III Plates is recorded and I replaced it's the entire Attachments.xml lines with the Sapi IV ones but it still crashes, I'm out of idears to fix it. But this means no im out of ideras to avoiding this. I would replace the Sapi III s entry ( 183 ) with the original simple ceramic plates and found a new entry for the Sapi III Plates. I'll try it out and be back soon.

/edit #4

Works, i just copy the III's entry to another position, in the Items.XML and changed its "uiIndex" and adjust the "Merges.xml" and "Attachments.xml" into its new Index Number.

Subject: Re: Little Bug Report #3 Posted by silversurfer on Thu, 02 Sep 2010 17:28:49 GMT View Forum Message <> Reply to Message

Page 162 of 280 ---- Generated from The Bears Pit ironmongerIf one of the mercs puts on NVGs or a gas mask, the item appears on his portrait - not just the symbol. If my IMP puts them on, the symbol appears, but the item doesn't show.

There are no pictures of IMPs wearing masks or NV goggles. That's why only the icon is shown.

Subject: Re: Little Bug Report #3 Posted by ironmonger on Thu, 02 Sep 2010 19:07:45 GMT View Forum Message <> Reply to Message Okay, that's that then... I really like the feature and would like to see it work for the IMPs, too.

Subject: Little Bug Report #5 Posted by RRT_877 on Fri, 03 Sep 2010 07:27:04 GMT View Forum Message <> Reply to Message Little Bug Report #5

- Why is there an Elcan mounted on the M249 Minimi, this weapon is already very close to the C9 and the only difference is the existing / not existing Elcan. The M249 picture don't shows a Elcan and the most real M249's out there don't have one.

Remove following line from the M249's Items.XML entry.

Line 1102: 1804

- The MP5A4 ( MP5 Navy ) 's hand guards shows of a Lamp, but they don't have a Bonus or a LAM attached.

Fix: Either add a Bonus or a LAM-200 as default Item.

Add following line to the end of the MP5A4 and MP5 Navys's Items.xml entry.

1005

- The Erma Sr-100's picture don't shows a scope.

Fix: Remove the x10 Scope from its default items or edit its Picture.

- The Scope in the HK SL9's Picture, lokks more like an x10m then an x7.

Page 163 of 280 ---- Generated from The Bears Pit - The WA 2000 .300's picture is no as beautiful, as the 7,5's one. I prefer do edit out the .300's picture into a nice black tactical polymer finish.

here are my solutions, not the best but they should work.

- The XM29 OICW, don't has a scope or a Bonus, i'm not sure but i think the "TA/FCS Module" is the correct scope.

Fix: Add the following line to the XM29's Items.xml entry.

1830

- The XM8R and the L22A1's pictures shows a Grip, but the XM8R don't got a Bonus ( I'm not sure about the L22A1 ) or a default attachment.

- The RPG 7 has a PGO Scope attached but it's picture don't shows of one and if I'm remembering correct it don't features one in real life.

Fix: Remove the following line from the RPG-7's Items.xml entry.

Line 22126: 2261

- The Pro-M's picture features a Scope but it don't got eny Bonus.

- The QCW05 SMG and the CS 06 SWS, are default comes with a reddot, but there pictures don't showing one.

- The M16A4 w. Stock's Picture shows an Acog but it don't features attachment or Bonus.

Fix: Add the following code, tho the M16A4 w. Stock's, Items.xml entry.

1030

- The Colt ARC's Picture shows an Elcan, but it don't got Attachment, or Bonus.

Page 164 of 280 ---- Generated from The Bears Pit Fix: Add the following code, tho the Colt ARC's, Items.xml entry.

1804

- The CheyTec M200 comes with no Scope. I don't know what is comes with, x10, x16, x24?

- The SMGII comes with a silencer witch is not showen in its Picture, I think to deliver it with a suppressor is a good idea, so I not think the remove of an "DefaultAttachment" line is the best way this time.

- The HK417 10" Rifle's picture showes of a grip, but it don't got bonus or attachment.

Fix: Add the following code, tho the HK417 10" Rifle's, Items.xml entry.

1011

- There is something wrong with the Sig SAPR in the direction of Grip and Scope, our notes are not as clear.

- The DSA SA58 Tactical's Picture shows an x7 Scope but ins got not attachment or bonus.

- The PP 2000 is default equipped with an red dot but it's picture don't show one.

Fix: Either draw a red dot onto its images top, or remove the red dot by removing its "DefaultAttachment" line.

- The KBS wz.96 and its mini version, are default equipped with an ak foregrip, but there pictures are showing an normal hand guard.

Fix: Removing the Ak Grip by deleting their "DefaultAttachment" lines, or draw an fore grip into their pictures.

- The Mosin carbine version's ( MN 1944 ) picture seens to feature a bayonet ( sorry I'f my eyes are kidding me ). No, its description says its featuring an pike bayonet.

Fix: Add this line to the MN 1944's Items.XML entry.

1694

Page 165 of 280 ---- Generated from The Bears Pit - The G18 Assault's pic features a little laser but, its got no bonus no attachment.

Add following line to the end of the G18's Items.xml entry.

1005

- The M4 OPS's picture features an x4 marksman, but its got no attachment and no bonus.

Add following line to the end of it's Items.xml entry.

1811

- The M16 Viper 7.5" CQC's pic shows an EoTech, but its got no attachment.

Fix: Add following line to the end of it's Items.xml entry.

1803

- The Ready Mag seems to be not working.

- Why does the Mk12 comes with an x10? what the what?

- The Sig 556 Swat's picture shows of a Laser or/and a Lamp, buts its dont feature a attachment or a bonus.

- The Diemaco CQB' pis shows a EoTech but i don't have one.

Fix: Add following line to the end of it's Items.xml entry.

1803

- The SA Vz.58v comes with an Acog Reflex but its picture seems more like an Sport Reddot.

Fix: Replace the Acog with an ordinary red dot, by ranging its "DefaultAttachment" Line.

Page 166 of 280 ---- Generated from The Bears Pit 2181

- The HK417 16"'s pic shows of a grip, but no bonus and no attachment.

Fix:

1011

- Why does the AR suppressor, don't fit on the HK417 fully armed and some other Nato Rifles?

- Why is the DSR-1 not compatible with hight range lasers like the DBAL?

Subject: Re: Little Bug Report #5 Posted by tbird94lx on Fri, 03 Sep 2010 15:57:41 GMT View Forum Message <> Reply to Message dood..gotta ask the artist if you can alter his images..tsktsk..the aksmu and walther are mine..gimme a case of dr pepper and a pound of finely aged cheddar cheese and you can do so

Subject: Re: Little Bug Report #5 Posted by lockie on Fri, 03 Sep 2010 17:37:37 GMT View Forum Message <> Reply to Message Quote:gimme a case of dr pepper and a pound of finely aged cheddar cheese and you can do so

The Dr pepper will have burst in the can , and the cheese , let's just say more than finely aged after shipping....

Subject: Re: Little Bug Report #5 Posted by RRT_877 on Sun, 05 Sep 2010 15:20:45 GMT View Forum Message <> Reply to Message Oh, sorry we thought, that mixing up images from the mod, for the mod would be legal in this case.

We especially don't use images from other people.

Mr Pepper? We don't have such drinks(?) here in Ostfriesland ..

Page 167 of 280 ---- Generated from The Bears Pit Subject: Re: Little Bug Report #5 Posted by HLTVpro on Mon, 06 Sep 2010 06:46:00 GMT View Forum Message <> Reply to Message Since when did us the Chinese give two ****s about copy rights anyway put it out there now it belongs to the world anyway, thx for the feedback RRT877. some industrious people we have here.

Subject: Re: Little Bug Report #5 Posted by tbird94lx on Mon, 06 Sep 2010 14:31:01 GMT View Forum Message <> Reply to Message all my art is datecoded and electronically signed as mine originally..i dont mind folks using my art..but in the pit..we do hope people will show the manners of asking..the answer is always yes but if folks just use stuff and alter without a howdy do..the yes might one day turn to no ..its a courtesy

Subject: Re: Little Bug Report #5 Posted by ironmonger on Mon, 06 Sep 2010 16:02:47 GMT View Forum Message <> Reply to Message RRT877Mr Pepper? We don't have such drinks(?) here in Ostfriesland ..

Dat stimmt, wi drinken beer un kur... (for those not speaking Lower German: That's right, we drink beer and corn liquor...)

Minor bug again: The XM177E2 doesn't come with a flashhider in the mod, IRL it is fitted with a suppressor-flashhider-combo...

I just found the 7.62 Duplex ammo... marvelous! Why not change the Colt ACR to .223 Remington and create Duplex ammo for it? That way, the rifle could be used with ball ammo in a pinch, just as originally planned.

Subject: copyright Posted by RRT_877 on Mon, 06 Sep 2010 18:52:19 GMT View Forum Message <> Reply to Message Ok, we are sorry, about this little miss understanding of copyright ..

Page 168 of 280 ---- Generated from The Bears Pit .. we will ask the artists in all our future "works".

But, I think, we are not the best in case of adding new weapons, we like to help you bringing more items to the mod.

Think about it, there are more then 900 weapons in the game but still only one gas mask, only one med kit, only one tool kit and only one Sunglass type.

-

@Beer

Ich bevorzuge Tee oder Milch. ( I prefer Tee or Milk. )

Subject: Re: copyright Posted by lockie on Mon, 06 Sep 2010 19:04:06 GMT View Forum Message <> Reply to Message Quote:but still only one gas mask, only one med kit, only one tool kit and only one Sunglass type.

You guy ever use AIM from Smeagol ? Didn't think so . :/

Subject: Re: IoV 919 Final. Enemy gun jam and more Posted by tais on Mon, 06 Sep 2010 21:26:41 GMT View Forum Message <> Reply to Message i still have somekind of IoV svn repo in my system but it never ever updates anymore.. why not? i'd like to see some beta updating going on there and did you guys update the starting gear to the new beta style or not? because i'd like to try and play IoV a bit with the beta..

Subject: Re: copyright Posted by RRT_877 on Tue, 07 Sep 2010 08:57:58 GMT View Forum Message <> Reply to Message lockieQuote:but still only one gas mask, only one med kit, only one tool kit and only one Sunglass type.

You guy ever use AIM from Smeagol ? Didn't think so . :/

I've played it for about 2 minutes at a friends pc, but i'll take a look. I heard there are some nice

Page 169 of 280 ---- Generated from The Bears Pit ideas, to find.

But I'm meaning the DDB/Cosplay mod, why are no such kind of alternation, in here, yet?

Subject: New Equipmentfor: Biff / A little Bug /edit And Flo Posted by RRT_877 on Tue, 07 Sep 2010 12:36:43 GMT View Forum Message <> Reply to Message We are currently working on new ( DDB using ) Equipment for the M.E.R.C. mercs but we were stoped by a little Bug.

We tried to give an M1911 Type with 7 round magazines to him, the weapon works fine but not the magazines, they just don't come with him, so we use high cap ones they still working fine.

Ok, Biff is a coward so we gave a "good" armor to him and the Colt Defender seems to be a good fitting weapon for his personality, we gave no vest gear to him cause of his physical weakness, an mp holster is enough. jes the .45 high cap mags are not correct for his pistol, we later explain it above.

40 Biff 839 98 0 196 0 99 838 0 99 2005 0 99 0 0 0 0 0 0 0 0 0 0

Page 170 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 388 100 2 0 0 0 0 0 0 0 0 0 0 0 0 0 1093 99 0 0 0 0

/edit

Let's rework Flow Inventory

Page 171 of 280 ---- Generated from The Bears Pit "What a such 'good' weapon for Flo?", Yes, she is a former secretary of an arms dealer, she still has some good contacts to her former business partners. But for that we protect her less well ..

44 Flo 0 0 0 161 0 97 0 0 0 2296 89 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Page 172 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 212 98 1 81 100 2 1943 99 0 0 0 0 0 0 0 0

/edit #2

Ok here are our reworked gear for Gumpy

Gumpy our favorite upcoming movie star comes with two of the great new customs. Armor? A really hero don't fears a "flesh wound". Why wearing an uncool and heavy armor when you could look so much cooler with urban camo pants, two taci'cool holster ans a pair of smooth sun gases?

45 Gumpy 0 0 0 0 0 0 1709 0

Page 173 of 280 ---- Generated from The Bears Pit 97 2499 0 78 2499 81 1 0 0 0 0 0 0 0 0 0 0 0 0 0 212 99 1 71 100 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 842 99

Page 174 of 280 ---- Generated from The Bears Pit 842 99 0 0 0 0

/edit #3

And Gasket is in the line ..

.. the only thing that comes to my mind when I'm hearing Gasket is, 1. he hates Igor and he is good for repairing items, the second one isn't there any more, cause he got ripped of his tool kit, so we gave it back to him, an hat first we game him some original American Items ( Is he american, where is my wildfires user manual? God, our whole team bought this game in a 2

Subject: Numb Posted by RRT_877 on Tue, 07 Sep 2010 16:52:31 GMT View Forum Message <> Reply to Message Sorry for double posting but the Images rules, you know.

-

For my shelf I don't have an Idea of Numb I don't know anything but he a Puck, I don't even know, till 5 minutes ago, he dutch. But I don't know any dutch weapons or dutch uniforms, guy this is awful we need more dutch stuff in this mod. So I gave the responsibility to equip him to the other members, and they punked him up. I don't know if its the best idea but I said them they are free to give him what they want. They gave him an Randal, a very punky gun und ballistic goggles, any other kind of face protection probably ruin his hairstyle, an paca armor ( I don't know why ) an german bundeswehr ( federal defense ) spot pans, because much real punks here in germany are wearing them to and an ranger rucksack, no only because its an rucksack, but any lbe vest or pouches are not very punky, in my opinion. They equipped him more like an cyberpunk from an 80's LA movie, then like an real punk.

49 Numb 1749 79

Page 175 of 280 ---- Generated from The Bears Pit 0 2218 0 84 1742 0 74 789 0 89 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1547 100 3 201 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Page 176 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 1930 99 0 0

Subject: Re: Numb Posted by Gorro der GrĂĽne on Tue, 07 Sep 2010 17:05:25 GMT View Forum Message <> Reply to Message Numb is an Englishman

Subject: Re: Numb Posted by lockie on Tue, 07 Sep 2010 17:09:22 GMT View Forum Message <> Reply to Message Yup , English he certainly is !

Subject: Larry Posted by RRT_877 on Tue, 07 Sep 2010 17:43:55 GMT View Forum Message <> Reply to Message Oh, sorry, why I'm remembering dutch? Perhaps because of its sync voice in my german version witch sounds very dutch ..

-

Larry

We m.a. explain this later ..

Page 177 of 280 ---- Generated from The Bears Pit 46 Larry 177 89 0 887 0 68 1712 0 81 606 0 98 202 98 0 0 0 0 0 0 0 0 0 0 0 0 0 0 94 100 3 1010 89 0 0 0 0 0 0 0 0 0 0 0 0 0

Page 178 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 0 0 0 847 98 0 0

Subject: Re: Larry Posted by tais on Tue, 07 Sep 2010 17:51:04 GMT View Forum Message <> Reply to Message what's up with the multiple gear options for the MERC mercs? if this is for multiple starting gear, i'd like to remember you it only counts for AIM mercs atm.... and the xml you're posting isn't compatible with the new MercStartingGear.xml style...

Subject: Re: Larry Posted by Gorro der GrĂĽne on Tue, 07 Sep 2010 18:01:49 GMT View Forum Message <> Reply to Message Tais this is IoV

Subject: Re: Larry Posted by Nickfighter on Tue, 07 Sep 2010 18:23:54 GMT View Forum Message <> Reply to Message Gorro der Gr

Subject: Re: Larry Posted by RRT_877 on Tue, 07 Sep 2010 19:54:38 GMT View Forum Message <> Reply to Message

Page 179 of 280 ---- Generated from The Bears Pit Taiswhat's up with the multiple gear options for the MERC mercs? if this is for multiple starting gear, i'd like to remember you it only counts for AIM mercs atm.... and the xml you're posting isn't compatible with the new MercStartingGear.xml style...

When the Multiple Gear options are here, we will use them, but as long as they are not here, we use the old style. There is a game going on ( inside of our mysterious sect circle ) thats we we are editing the mers gear now, and we thought, when we are edit this anyway for our shelfs, why don't share it ..

Ok, when we finally got these 3 ( are they three? I remember three ). How we would use them, as uprising quality - Pistol, Mp, Rifle or as different classes - rifleman, mg gunner, sniper? Or in a complete different way?

166 Stogie 1728 97 0 1772 0 99 1730 0 79 1159 0 71 51 98 0 0 269 75 0 0 0 0 0 0 0 0 0 0

Page 180 of 280 ---- Generated from The Bears Pit 101 100 4 214 81 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1729 89 0 0 1935 98 0 0 0 0

-

Gaston

165 Gaston 2219

Page 181 of 280 ---- Generated from The Bears Pit 79 0 2216 78 0 1739 98 0 651 0 95 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1030 0 79 1497 100 4 255 78 1 201 100 1 0 0 0 0 0 0 0 0 0

Page 182 of 280 ---- Generated from The Bears Pit 0 0 0 1920 98 0 0 0 0 0 0 0 0

/edit

Cougar:

48 Cougar 0 0 0 1702 0 98 1703 0 98 2294 0 98 0 0 0 0 0 0 0 0 0 0

Page 183 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 1499 100 2 201 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1780 99 855 100 0 0 0 0 0 0

/edit #2

Biggins:

Page 184 of 280 ---- Generated from The Bears Pit

168 Biggins 1766 89 0 167 0 78 2524 0 99 1288 0 98 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1532 100 4 137 89 2 224 99 1 242 79 1 201 78 1 224

Page 185 of 280 ---- Generated from The Bears Pit 97 1 0 0 0 0 0 0 2232 99 0 0 0 0 0 0 0 0

/edit #3

167 Tex 0 0 0 0 0 0 0 0 0 747 0 78 66 78 0 0 66 68 0

Page 186 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 388 100 2 90 100 2 88 100 2 320 49 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1941 99 1941 99 0 0 0 0

Haywire and Razor will come tomorrow ..

Page 187 of 280 ---- Generated from The Bears Pit Subject: Haywire & Razor Posted by RRT_877 on Wed, 08 Sep 2010 11:41:24 GMT View Forum Message <> Reply to Message Sorry for double posting again but of the images limitation ..

-

Haywire:

41 Haywire 2206 98 0 1774 0 81 1745 0 70 1274 0 97 1684 99 1 0 0 0 0 0 0 0 0 0 0 0 0 0 211 84 0 94 100

Page 188 of 280 ---- Generated from The Bears Pit 2 146 100 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2235 99 0 0 0 0 0 0 0 0

Razor

43 Razor 0 0 0 1714 0 99 1715

Page 189 of 280 ---- Generated from The Bears Pit 0 99 2 0 99 1693 99 1 0 0 0 0 0 0 0 0 0 0 0 0 0 363 100 4 300 98 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 863

Page 190 of 280 ---- Generated from The Bears Pit 99 842 99 0 0 0 0

/edit

If you what to test it, here is the link, to the complete IMPItemChoise file: http://www.esnips.com/doc/5b3aef0d-7572-43c5-9260-ab53dc3f19fe/IMPItemChoices

.. we know that there are still some problems, but we will work them out tomorrow.

Yet known Problems:

() Nobody of the tier 1 merc own an med kit or 1st aid kit () Haywires CZ is to power full () Razor is not protected

.. please help us to improve our work by giving feed back. thanks.

Subject: Re: Haywire & Razor Posted by Nickfighter on Wed, 08 Sep 2010 12:54:50 GMT View Forum Message <> Reply to Message Stogie's got a pretty new hat!

Subject: Re: Haywire & Razor Posted by ironmonger on Wed, 08 Sep 2010 15:47:14 GMT View Forum Message <> Reply to Message I keep finding more minor bugs...

14.5x114 is not anti-tank, and the rifle only seems to accept the Corsak Laser.

The Bulldog 762 M14 doesn't seem to accept any accessories.

The Type-89 grenade discharger is way to heavy (the same as a normal mortar, IRL it's about 5 kg) and the range is to great.

Page 191 of 280 ---- Generated from The Bears Pit But on thing I liked (but it's certainly overkill): the Boys ATR kills an unsuspecting tank with one round! Had Grizzly pack the thing with a 7x scope and he killed tanks without return fire and a maximum of two rounds per tank.

Still, the mod keeps me coming back for more...

Subject: Re: Haywire & Razor Posted by Palsternackan on Wed, 08 Sep 2010 16:41:20 GMT View Forum Message <> Reply to Message I would love to help find bugs in the mod; is the beta svn open for access for people who wants to contribute?

I've been looking for the IoV/NAS build/source both in the cosplay SVN and the 1.13 branches SVN, without finding anything.

Are you developers planning on opening read access to the beta SVN tree?

Subject: Re: Haywire & Razor Posted by DepressivesBrot on Wed, 08 Sep 2010 16:55:25 GMT View Forum Message <> Reply to Message Don't know if the IoV source is available somewhere, but 'https://81.169.133.124/source/ja2/branches/Wanne/JA2 1.13 MP' is the url for the beta branch including data files not yet in the released version (add /Build if you just want the source)

Subject: Re: Haywire & Razor Posted by Palsternackan on Wed, 08 Sep 2010 17:07:27 GMT View Forum Message <> Reply to Message DepressivesBrotDon't know if the IoV source is available somewhere, but 'https://81.169.133.124/source/ja2/branches/Wanne/JA2 1.13 MP' is the url for the beta branch including data files not yet in the released version (add /Build if you just want the source)

Thanks i know about that one, but it seems that people are debugging the NAS-ified IoV xml files now. I was wondering if those were in SVN somewhere.

I read page 10 (http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=245384&page=1 0) again though, and it seems i got some discussion of beta features regarding skills and starting items mixed up with IoV itself. It seems that the IoV+NAS data files are in closed beta and are not posted anywhere.

Page 192 of 280 ---- Generated from The Bears Pit So i guess i have to wait like everyone else

Subject: Re: Haywire & Razor Posted by HLTVpro on Fri, 17 Sep 2010 07:10:36 GMT View Forum Message <> Reply to Message hey those MERC gear choice was pretty cool. Razor's main weapon really cracked me up. The meat cleaver was modeled after a chinese comedy movie prop.

"People's Hero - a gift from comrade Chairman Deng"

Quote:I keep finding more minor bugs...

14.5x114 is not anti-tank, and the rifle only seems to accept the Corsak Laser.

The Bulldog 762 M14 doesn't seem to accept any accessories.

The Type-89 grenade discharger is way to heavy (the same as a normal mortar, IRL it's about 5 kg) and the range is to great.

But on thing I liked (but it's certainly overkill): the Boys ATR kills an unsuspecting tank with one round! Had Grizzly pack the thing with a 7x scope and he killed tanks without return fire and a maximum of two rounds per tank. hmm, interesting. neither the 14.5x114 nor the Boys ATR was intended to kill tanks. definately gotta nerf them in the next patch. noted. thx

Quote:I would love to help find bugs in the mod; is the beta svn open for access for people who wants to contribute?

I've been looking for the IoV/NAS build/source both in the cosplay SVN and the 1.13 branches SVN, without finding anything.

Are you developers planning on opening read access to the beta SVN tree? i'll ask dboy how that works.

Subject: Re: Haywire & Razor Posted by Nickfighter on Sat, 18 Sep 2010 07:02:17 GMT View Forum Message <> Reply to Message

Page 193 of 280 ---- Generated from The Bears Pit If you make IoV to have open beta files SVN type I'm going to give my soul to you and dboy

Subject: Re: Haywire & Razor Posted by HLTVpro on Sat, 18 Sep 2010 10:18:12 GMT View Forum Message <> Reply to Message sorry but we can't take that, we chinese people are atheists. there's no complete mod yet. the XMLs are pretty much done, just waiting on the coder.

Subject: Re: Haywire & Razor Posted by Nickfighter on Sat, 18 Sep 2010 10:49:39 GMT View Forum Message <> Reply to Message HLTVsorry but we can't take that, we chinese people are atheists. there's no complete mod yet. the XMLs are pretty much done, just waiting on the coder. Guess I'll have to sell it on E-bay then

Subject: Re: Haywire & Razor Posted by Logisteric on Sat, 18 Sep 2010 10:51:05 GMT View Forum Message <> Reply to Message $ 2.40 at the most

Subject: Re: Haywire & Razor Posted by Nickfighter on Sat, 18 Sep 2010 19:05:38 GMT View Forum Message <> Reply to Message You know, HLTV, I've just been playing Smeagol's AIM out of boredom, and I found out something in it that IoV lacks. Speaking of which: More gas masks headsets, NV types etc. While it may sound to be a strange thing, but while IoV has a load, load, load of weapons, it lacks loads, loads, loads of other misc items. So, what do you say?

Subject: Re: Haywire & Razor Posted by wolf00 on Mon, 20 Sep 2010 11:02:23 GMT View Forum Message <> Reply to Message 14.5x104 is anti tank roudn officaly used by red army in ww2, armor penetration is 25mm at range

Page 194 of 280 ---- Generated from The Bears Pit 500m & max is 30mm at range 100m http://russianammo.org/Russian_Ammunition_Page_145mm.html#4 here is my source

Subject: Re: Haywire & Razor Posted by ironmonger on Mon, 20 Sep 2010 16:50:24 GMT View Forum Message <> Reply to Message True, but the Boys, the Mauser and even the more powerful PRTS / PRTD would be hard pressed to kill a modern MBT... you possibly could knock off the sighting equipment or even damage the tracks, but a clean kill wouldn't happen...

(btw, the M1918 Mauser is AT in the mod, too)

Subject: Re: Haywire & Razor Posted by wolf00 on Mon, 20 Sep 2010 17:49:53 GMT View Forum Message <> Reply to Message yes you are right these guns are quite old.. yes here another way to improve damage

Ammunition used during WWII: USSR Designation US Abbreviation Bullet Weight [g] Muzzle Velocity [m/s] Description B-30 AP 51,9 810 Steel core bullet B-32 API 46,7 805-820 Steel core bullet with incendiary in tip. Incendiary may be Mg-oxidizer mixture or red phosphorus BZT API-T 43,7 820-835 As above, with tracer ZP HEI 44,8 810 63,5mm long bullet with striker pin, detonator cap in bullet tip, filled with incendiary. Red colored bullet tip

The ammunition used post WWII: USSR Designation US Abbreviation Bullet Weight [g] Muzzle Velocity [m/s] Description B-32 API 64,0 1000 Steel core bullet with incendiary in tip BZT API-T 59,6 1000 Steel core bullet with incendiary in tip and tracer BS AP (special) 64,4 1000 Tungsten carbide core bullet ZP Inc.-T 60,0 1000 "Instataneous Incendiary" bullet with internal fuze, incendiary in tip, tracer container in base MDZ HEI 59,7 1000 Projectile filled with HEI charge, internal air compression fuze. Pointed boattail projectile MDZ HEI (variant) 57,8

1000 Slightly modified version of the above MDZ, with shorter air compression tube in tip

Page 195 of 280 ---- Generated from The Bears Pit you may youse today ammo for these oldies if is aviable

Subject: Re: Haywire & Razor Posted by HLTVpro on Tue, 21 Sep 2010 08:51:56 GMT View Forum Message <> Reply to Message NickfighterYou know, HLTV, I've just been playing Smeagol's AIM out of boredom, and I found out something in it that IoV lacks. Speaking of which: More gas masks headsets, NV types etc. While it may sound to be a strange thing, but while IoV has a load, load, load of weapons, it lacks loads, loads, loads of other misc items. So, what do you say? true. but what could we possibly add? we had a lot of variations on armor and vanity items, and very few people appreciated that. the talks had been that we had too many unnecessary items.

Subject: Re: Haywire & Razor Posted by HLTVpro on Tue, 21 Sep 2010 08:53:28 GMT View Forum Message <> Reply to Message ironmongerTrue, but the Boys, the Mauser and even the more powerful PRTS / PRTD would be hard pressed to kill a modern MBT... you possibly could knock off the sighting equipment or even damage the tracks, but a clean kill wouldn't happen...

(btw, the M1918 Mauser is AT in the mod, too) can't agree more. no shoulder firing kinetic weapon can blow up a tank like that. u need AT missle or rocket and it had to be a well placed shot as well. definately gonna nerf that in the upcoming patch.

Subject: Re: Haywire & Razor Posted by wolf00 on Tue, 21 Sep 2010 13:36:02 GMT View Forum Message <> Reply to Message ironmonger: what is "at" mod ? thx

Subject: Re: Haywire & Razor Posted by DepressivesBrot on Tue, 21 Sep 2010 13:42:24 GMT View Forum Message <> Reply to Message

Page 196 of 280 ---- Generated from The Bears Pit He means that the Mauser M1918 rifle can hurt tanks in IoV. (AT - Anti Tank)

Subject: Re: Haywire & Razor Posted by wolf00 on Tue, 21 Sep 2010 13:44:19 GMT View Forum Message <> Reply to Message ok sorry ...

Subject: Re: Haywire & Razor Posted by ironmonger on Tue, 21 Sep 2010 19:20:18 GMT View Forum Message <> Reply to Message DepressivesBrotHe means that the Mauser M1918 rifle can hurt tanks in IoV. (AT - Anti Tank)

Like I said - one .55 round from the Boys was all Grizzly needed to blow up a tank in the capital's perimeter (prone position, 7x-scope, range 25 squares). That's better than the old Boys usually fared against the Italian or Japanese tankettes (small, lightly armored, machinegun-armed tanks) in 1941... the tanks in Arulco look more like 1960s M60A1s to me.

Subject: Re: Haywire & Razor Posted by HLTVpro on Tue, 21 Sep 2010 19:57:13 GMT View Forum Message <> Reply to Message ok boys.

920 beta-1 is out. this is but a test for IoV-NAS. the exe: the MOLLE system in 920 is INCOMPLETE; altho, items you picked up will automatically go into empty MOLLE spaces, and empty weapons will feed from them as well. the completely functional MOLLE system will come in 10 days in Beta-2 so far we got some reports of IMP getting mismatched items and sometimes starting item will disappear after hitting the LZ, this is a problem that is being looked into, hopefully fixed by beta-2. the xml: is now NAS .061b compatible. certain attachment slots will be unlocked, or *locked* by attachments. for example, grenade launcher will unlock additional attachment slot for grenade, reddot will unlock for 3x mag, UltiMak rail kits will unlock for optics on old guns. M202 FLASH now functions properlly dboy had pretty much abandoned the old system, in which weapons like MGL and RG6 will no

Page 197 of 280 ---- Generated from The Bears Pit longer work as they'll become single shot.

Fully Armed weapons: no more hidden attachments on these guns, instead there's default attachments. so far only one default, but in the future there will be more. dboy went thru size setting again, which makes the XML totally incompatible with the XML editor. have fun with notepads. added a few attachments, camo gears, M320 GLM, a long barrel version of American 180. a lot of bug fixing; after beta testing, a few more AR uppers will be added (in .338 spectre); the oddball calibered AR15s(such as .458 SOCOM) will also only appear in upper receiver form. before you download: do not attempt to use xml editor to modify, use notepad; 920 beta-1's save file will be compatible with beta-2 and 920. no need to start over. and use the vfs_config.iov.ini in the zip file.

IoV 920:http://content.wuala.com/contents/kenkenkenken/ja2_113/ja2_1.13_mod_iov_920_beta1.7z? dl=1

Edit : HLTV , I believe that this is illegal , having a link to a mod containing JA Gold , I have deleted it and hope you do not post another link which avoids buying a legal copy of JA . If you wish to discuss this , please PM me . Thanks , Lockie .

Subject: Re: Haywire & Razor Posted by CptMoore on Tue, 21 Sep 2010 20:57:20 GMT View Forum Message <> Reply to Message What about the CTH patch for effective weapon range?

Subject: Re: Haywire & Razor Posted by tbird94lx on Tue, 21 Sep 2010 21:03:59 GMT View Forum Message <> Reply to Message corrupt en exe..game wont run with 920 beta..not running any other mods..only iov on current

Page 198 of 280 ---- Generated from The Bears Pit 1.13

Subject: Re: Haywire & Razor Posted by wolf00 on Wed, 22 Sep 2010 13:11:03 GMT View Forum Message <> Reply to Message Tbird94lxcorrupt en exe..game wont run with 920 beta..not running any other mods..only iov on current 1.13 you can try some old exe from dbb mods,i can run dbb 920 on old exe,there is some warnings at startup,fonts for weaspons are mixed... http://www.mediafire.com/?r21rry3sad9zpnu

Subject: Re: Haywire & Razor Posted by Tapp on Wed, 22 Sep 2010 16:07:38 GMT View Forum Message <> Reply to Message Tbird94lxcorrupt en exe..game wont run with 920 beta..not running any other mods..only iov on current 1.13

Same here, got runtime error in init.cpp...

Subject: Re: Haywire & Razor Posted by wolf00 on Wed, 22 Sep 2010 17:29:05 GMT View Forum Message <> Reply to Message ja2_iov.en_exe this file in my package,im posted here link to mediafire ... try run it on this exe

Subject: Re: Haywire & Razor Posted by adasko777 on Wed, 22 Sep 2010 17:41:07 GMT View Forum Message <> Reply to Message http://img809.imageshack.us/img809/8652/beztytuuyf.png AAAAAAAAAAA a Where is my text? ja2_IoV_en.exe-not work JA2_3561_STOMPv1.12_IoV_en.exe-not work

Subject: Re: Haywire & Razor Posted by wolf00 on Wed, 22 Sep 2010 19:59:59 GMT View Forum Message <> Reply to Message

Page 199 of 280 ---- Generated from The Bears Pit adasko777http://img809.imageshack.us/img809/8652/beztytuuyf.png AAAAAAAAAAA a Where is my text? ja2_IoV_en.exe-not work JA2_3561_STOMPv1.12_IoV_en.exe-not work well you are really sure?

im using this variant

IoV 920:http://content.wuala.com/contents/kenkenkenken/ja2_113/ja2_1.13_mod_iov_920_beta1.7z? dl=1

Subject: Re: Haywire & Razor Posted by Tapp on Wed, 22 Sep 2010 20:54:54 GMT View Forum Message <> Reply to Message JA2_3561_STOMPv1.12_IoV_en.exe - also doesn't work for me. ja2_IoV_en.exe - works, but what's the point using it, if it doesn't gives any effect, like the original IoV_920 exe ? It don't add any additional attachment slots etc., so why use it anyway ?

Subject: Re: Haywire & Razor Posted by wolf00 on Wed, 22 Sep 2010 21:03:54 GMT View Forum Message <> Reply to Message dowload dbb iov 920 beta1 smaller variant,copy data iov to your ja2 ja2 1.13 directory,copy files from data iov to data 1.13 run ja2_IoV_en.exe this works ....

Subject: Re: Haywire & Razor Posted by DoGoD on Wed, 22 Sep 2010 22:03:59 GMT View Forum Message <> Reply to Message "ja2_IoV_en.exe" gives you everything, HAM, NAS, & STOMP. You don't seem to need a separate EXE to have those options. I saw all those options available just by using the IoV exe.

Page 200 of 280 ---- Generated from The Bears Pit Thanks for releasing the beta, I've been waiting for a NAS version of this mod so I could try it out(NAS has been a game changer for me, can't be without it).

I had to use the INI editor to point things in the right direction.

Can someone tell me what the two different VFS configs do? What the difference between full and "plain" IoV? I've never used this mod before.

Is there an easy way to set the new game options to default to the way I want them instead of the IoV defaults? I know I can change them in game but I've never seen anyone tweak them before.

Subject: Re: Haywire & Razor Posted by wolf00 on Thu, 23 Sep 2010 07:20:22 GMT View Forum Message <> Reply to Message hltv: i hope for iov 920 full verzion...

Subject: Re: Haywire & Razor Posted by Tapp on Thu, 23 Sep 2010 08:32:09 GMT View Forum Message <> Reply to Message @wolf00 - I did everything you wrote, used "ja2_IoV_en.exe" and still, there is no HAM, NAS & STOMP ?

DoGoD I had to use the INI editor to point things in the right direction.

Are you reffering to plain game options or some setting that would help me run the IoV_920 properly ? I'm not a n00b in installing mods, but now I don't have a clue why it doesn't work...

Subject: Re: Haywire & Razor Posted by wolf00 on Thu, 23 Sep 2010 08:50:28 GMT View Forum Message <> Reply to Message i have in use dbb mod runing on old ivnetory system .....

Subject: Re: Haywire & Razor Posted by HLTVpro on Thu, 23 Sep 2010 08:53:26 GMT View Forum Message <> Reply to Message

Page 201 of 280 ---- Generated from The Bears Pit hmm what the heck is going on.... you guys using the newest svn (with NAS i suppose?) btw, STOMP is already incorporated. if you dont like the new trait features u may turn it off at the beginning, then the game would be just like 1.13

Subject: Re: Haywire & Razor Posted by wolf00 on Thu, 23 Sep 2010 09:03:10 GMT View Forum Message <> Reply to Message svn 1335/old inventory system no nas inside fonts on weapons have maybe mixed fonts,but this hapens only in combat,maybe this is bug created by my self... http://img237.imageshack.us/i/screenshot2010092221420.jpg/

Subject: Re: Haywire & Razor Posted by HLTVpro on Thu, 23 Sep 2010 09:08:29 GMT View Forum Message <> Reply to Message oh u gotta use the vfs_config.iov.ini in the zip file dang, i must have missed that line. i hope that solves the problem, on top of the fact that iov's exe incorporated STOMP

Subject: Re: Haywire & Razor Posted by Tapp on Thu, 23 Sep 2010 09:55:33 GMT View Forum Message <> Reply to Message Apparently, I'm too stupid to install the new IoV, so I'm downloading the unzip and play version, will see if it works.

Subject: Re: Haywire & Razor Posted by tbird94lx on Thu, 23 Sep 2010 10:47:00 GMT View Forum Message <> Reply to Message why make the worlds simplest game such a mess? i need more cheese

Subject: Re: Haywire & Razor

Page 202 of 280 ---- Generated from The Bears Pit Posted by wolf00 on Thu, 23 Sep 2010 12:01:37 GMT View Forum Message <> Reply to Message hltv: im create directory dbb mod 920,copy fresh svn 1340+ dada from iov 920 beta.. no modifications no editing...

Subject: Re: Haywire & Razor Posted by Tapp on Thu, 23 Sep 2010 12:06:00 GMT View Forum Message <> Reply to Message Downloaded the unzip and play version, works like a charm - don't have to mess with the VFS anymore

First opinion after playing 15 minutes - IT'S GREAT ! I didn't encounter any bugs so far - when I spot something, I'll let you know.

Subject: Re: Haywire & Razor Posted by DoGoD on Thu, 23 Sep 2010 16:06:14 GMT View Forum Message <> Reply to Message @Wolf00; Fire up the INI editor, setup the proper options for the EXE. That's the problem in your screenshot. It doesn't have the proper VFS or JA2options files attached to the exe. I had the same exact some problem, fixed it and no other problems so far.

@Tapp; Above is what I meant in the comment of mine you quoted on the last page.

Subject: Re: Haywire & Razor Posted by wolf00 on Thu, 23 Sep 2010 19:32:45 GMT View Forum Message <> Reply to Message DoGoD:please can you upload modified ini file ? i have standalone vfs ver thx

Subject: Re: Haywire & Razor Posted by tais on Thu, 23 Sep 2010 19:57:38 GMT View Forum Message <> Reply to Message got a few bugs/inconsistencies

- the IBH helmet does not take the Wood Camo Helmet Cover but the Wood Camo BDU?!! we playing soccer in ja2 now?!

Page 203 of 280 ---- Generated from The Bears Pit - the Colt M4 does not take the AN/PEQ15 while the M16 and the Mk18 mod0 do, same sort of rail uhm?! - the M14 EBR is supposed to only take sniper-ish scopes? then it's better to keep the old M14..

Subject: Re: Haywire & Razor Posted by DoGoD on Thu, 23 Sep 2010 20:08:47 GMT View Forum Message <> Reply to Message @Wolf00; You don't need to modify the INI. What you need to do, is just start the INI editor, set the Executable to "ja2_3702_iov920_beta1_en.exe" and then set the VFS to "vfs_config.IoV.ini". Make sure your all your other options like resolution, cd/dvd drive letter, etc are correct. Then just to be on the safe side set the JA2 1.13 INI-File to "Data-IoV\Ja2Options.ini". After that just hit save and you're done. It should take less than a minute. I don't know why the standalone version wasn't properly configured "out of the box", but it's really very easy to fix.

You wouldn't want my INI, trust me, I change a lot to suit my playstyle and it would be quicker just to follow the instructions above then it would be to reset everything or change it to your liking. But if you really feel like you either can't do it or just don't get it then PM me your email and I'll send it to you. Honestly though, I think it may change something in the EXE when you change the VFS options. edit: ATTENTION MODDERS The instructions say to use "vfs_config.IoV.ini", however using this file causes a fatal error where the game can not find "LargeFont1.sti" - even though the file is present. Using the IoV_Full vfs file causes no errors and the game loads normally. Comparing the two, along with the standard 1.13 vfs.ini - it seems like the file isn't complete, a lot of information appears to be missing.

Subject: Re: Haywire & Razor Posted by wolf00 on Thu, 23 Sep 2010 21:42:23 GMT View Forum Message <> Reply to Message DoGoD: thx for your suport,dbb runing now almost ok,only problem is here: if you have low ammo in your gun,ammo counter show quetes,this happen for automatic weapons only in combat.hltv: please tell dadaboy-thx for adding vbr ammo in mod,nice huge work in grafic work,thx a lot ... :luckystrike:

Subject: Re: Haywire & Razor Posted by DoGoD on Thu, 23 Sep 2010 21:44:38 GMT View Forum Message <> Reply to Message Wolf: It's not a problem, it's a HAM feature. You can tweak it in the JA2options.ini(in \Data-IoV). Glad you got everything worked out.

Page 204 of 280 ---- Generated from The Bears Pit Subject: Re: Haywire & Razor Posted by HLTVpro on Thu, 23 Sep 2010 22:44:23 GMT View Forum Message <> Reply to Message DoGoD@Wolf00; You don't need to modify the INI. What you need to do, is just start the INI editor, set the Executable to "ja2_3702_iov920_beta1_en.exe" and then set the VFS to "vfs_config.IoV.ini". Make sure your all your other options like resolution, cd/dvd drive letter, etc are correct. Then just to be on the safe side set the JA2 1.13 INI-File to "Data-IoV\Ja2Options.ini". After that just hit save and you're done. It should take less than a minute. I don't know why the standalone version wasn't properly configured "out of the box", but it's really very easy to fix.

You wouldn't want my INI, trust me, I change a lot to suit my playstyle and it would be quicker just to follow the instructions above then it would be to reset everything or change it to your liking. But if you really feel like you either can't do it or just don't get it then PM me your email and I'll send it to you. Honestly though, I think it may change something in the EXE when you change the VFS options. edit: ATTENTION MODDERS The instructions say to use "vfs_config.IoV.ini", however using this file causes a fatal error where the game can not find "LargeFont1.sti" - even though the file is present. Using the IoV_Full vfs file causes no errors and the game loads normally. Comparing the two, along with the standard 1.13 vfs.ini - it seems like the file isn't complete, a lot of information appears to be missing. ah, thx for finding that out for me.

Subject: Re: Haywire & Razor Posted by HLTVpro on Thu, 23 Sep 2010 22:45:46 GMT View Forum Message <> Reply to Message Taisgot a few bugs/inconsistencies

- the IBH helmet does not take the Wood Camo Helmet Cover but the Wood Camo BDU?!! we playing soccer in ja2 now?! - the Colt M4 does not take the AN/PEQ15 while the M16 and the Mk18 mod0 do, same sort of rail uhm?! - the M14 EBR is supposed to only take sniper-ish scopes? then it's better to keep the old M14.. ty. there will be a lot more of this type of bugs, keep me posted

Subject: Re: Haywire & Razor

Page 205 of 280 ---- Generated from The Bears Pit Posted by DoGoD on Fri, 24 Sep 2010 01:10:08 GMT View Forum Message <> Reply to Message Got an oddity - using premade IMPs causes them to show up using camo faces. The IMPs were created using IoV 920 and didn't originally show up that way. Each merc only has a camo rating of 10%, I don't think they should be using them with a rating that low - let alone right out of the gate.

HLTV & Crew, thanks for this mod - I'm really enjoying it. It's still early but I think it might be as essential for me as NAS, HAM & STOMP. Great work!

Subject: Re: Haywire & Razor Posted by tbird94lx on Fri, 24 Sep 2010 04:51:21 GMT View Forum Message <> Reply to Message decided to give the unzip and play a shot..playing the en version..speech is off text is on..the voices got annying after a decade..all i get is AAAAAAAAAA's with the odd word tossed in..also..none of my imps get diddly but a pistol and occasionally a bottle of wine..no lbe or armor?....cant alter the xml's to give em starting equipment cause ya'll messed game up so bad its useless..plus..map editor crashes says location not valid..this is an untouched unzip and play..not a singlealteration from install

Subject: Re: Haywire & Razor Posted by DoGoD on Fri, 24 Sep 2010 05:35:12 GMT View Forum Message <> Reply to Message Hired 6 different mercs from A.I.M., each one is missing items from their purchased equipment - mostly armor and misc equipment(Hired mercs are; Scope, Spider, Trevor, Shadow, Raven and Raider). Also, don't know how many mercs are supposed to have multiple equipment choices but only Scope does for me.

Just for the sake of completion, patched to 1.07 1.06(my discs are from '99), Tais' latest 1.13 SCI & IoV 920. Clean install before all that was done. Also have to use the IoV_full vfs, the plain IoV one like I mentioned above is incomplete and unplayable - at least for me.

Subject: Re: Haywire & Razor Posted by HLTVpro on Fri, 24 Sep 2010 19:50:39 GMT View Forum Message <> Reply to Message DoGoDGot an oddity - using premade IMPs causes them to show up using camo faces. The IMPs were created using IoV 920 and didn't originally show up that way. Each merc only has a camo rating of 10%, I don't think they should be using them with a rating that low - let alone right out of

Page 206 of 280 ---- Generated from The Bears Pit the gate.

HLTV & Crew, thanks for this mod - I'm really enjoying it. It's still early but I think it might be as essential for me as NAS, HAM & STOMP. Great work! camo face? is that some kind of mod that i dont know of...

Quote:decided to give the unzip and play a shot..playing the en version..speech is off text is on..the voices got annying after a decade..all i get is AAAAAAAAAA's with the odd word tossed in..also..none of my imps get diddly but a pistol and occasionally a bottle of wine..no lbe or armor?....cant alter the xml's to give em starting equipment cause ya'll messed game up so bad its useless..plus..map editor crashes says location not valid..this is an untouched unzip and play..not a singlealteration from install for the IMP problem, you can try to use the impitemchoices.xml from older 919 ----they must have used some messed up xml from vanilla 1.13 or something. i made the 919's xml specificly for STOMP, every class gets 9mm SMG/Carbine of some kind. i've stated that xml is useless due to new LBE size values and malfunction values which the editor wont recognize, iono about the map editor tho. edit: the solution to the language problem is posted below

Subject: Re: Haywire & Razor Posted by tais on Fri, 24 Sep 2010 19:52:51 GMT View Forum Message <> Reply to Message there's camo faces in 1.13 now.. so mercs can have camoflaged faces according to their type of camouflage.. you guys really gotta keep up with changes

Subject: Re: Haywire & Razor Posted by HLTVpro on Fri, 24 Sep 2010 19:56:16 GMT View Forum Message <> Reply to Message DoGoDHired 6 different mercs from A.I.M., each one is missing items from their purchased equipment - mostly armor and misc equipment(Hired mercs are; Scope, Spider, Trevor, Shadow, Raven and Raider). Also, don't know how many mercs are supposed to have multiple equipment choices but only Scope does for me.

Just for the sake of completion, patched to 1.07 1.06(my discs are from '99), Tais' latest 1.13 SCI & IoV 920. Clean install before all that was done. Also have to use the IoV_full vfs, the plain IoV one like I mentioned above is incomplete and unplayable - at least for me.

Page 207 of 280 ---- Generated from The Bears Pit

that is a known problem, but thx anyway.

Subject: Re: Haywire & Razor Posted by HLTVpro on Fri, 24 Sep 2010 19:57:40 GMT View Forum Message <> Reply to Message Taisthere's camo faces in 1.13 now.. so mercs can have camoflaged faces according to their type of camouflage.. you guys really gotta keep up with changes truth be told, i havent ran ja2 for....half a year now? thx for telling me. but that sounds like 1.13's problem" without IoV, if you put 10% camo on ur merc, wouldnt they show camo faces as well?

Subject: Re: Haywire & Razor Posted by HLTVpro on Fri, 24 Sep 2010 20:09:26 GMT View Forum Message <> Reply to Message just consulted with our coder for the vfs problem, he said that the vfs_config.IoV_Full.ini is the simplely ini you need to play the game, while vfs_config.IoV.ini is only for IoV, the user would need to load other inis manually, granted if they want some variety and are familiar with vfs. and for the language problem, Tbird, the ja2.ini is loaded WITH chinese along with english (mainly because it was released for chinese players), but you can change that in ja2.ini and make it work.

Subject: Re: Haywire & Razor Posted by Nickfighter on Sat, 25 Sep 2010 08:40:50 GMT View Forum Message <> Reply to Message Alright, just installed it. One question: How can I pick the equipment package for the AIM mercs? I did that in Smeagol's mod, but I think I've forgotten it now xD EDIT: Question 2, not IoV related, but anyway...How can I turn off the light that my mercs show at night? It makes it more difficult to see where I can hide them and where I can't

Subject: Re: Haywire & Razor Posted by wanne (aka RoWa21) on Sat, 25 Sep 2010 09:48:56 GMT View Forum Message <> Reply to Message NickfighterAlright, just installed it. One question: How can I pick the equipment package for the

Page 208 of 280 ---- Generated from The Bears Pit AIM mercs? I did that in Smeagol's mod, but I think I've forgotten it now xD EDIT: Question 2, not IoV related, but anyway...How can I turn off the light that my mercs show at night? It makes it more difficult to see where I can hide them and where I can't

I think it is the 'G' key

Subject: Re: Haywire & Razor Posted by Friendly Fire on Sat, 25 Sep 2010 18:22:42 GMT View Forum Message <> Reply to Message I marvel at the contrast between the gigantic achievement of the mod and the confusingly cryptic instructions for its installation and configuration.

Subject: Re: Haywire & Razor Posted by tais on Sat, 25 Sep 2010 19:26:23 GMT View Forum Message <> Reply to Message found another bug and possible bug..

- sniper rifles like the L96A1 and the AI AWM-F have a slot to add a laser (LAM-200 or Laser Sight), but when i pick up a LAM-200 it's blacked out like i cant attach it, but it is still possible, i think there's a double slot there.. - these sniper rifles only take a LAM-200 or Laser Sight, is this normal? maybe a AN/PEQ-2 would also be nice

Subject: Re: Haywire & Razor Posted by wolf00 on Sat, 25 Sep 2010 19:44:03 GMT View Forum Message <> Reply to Message

please this is bug or feature?

Subject: Re: Haywire & Razor Posted by DepressivesBrot on Sat, 25 Sep 2010 19:47:56 GMT View Forum Message <> Reply to Message HAM feature. Not-So-Bright/inexperienced guys can't keep track of the ammo count in battle, look for 'Hide_Ammo_Count_Intensity' (or something like this) in JA2_Options.ini to tone it down or

Page 209 of 280 ---- Generated from The Bears Pit disable it if you don't like it.

Subject: Re: Haywire & Razor Posted by tbird94lx on Sat, 25 Sep 2010 21:46:42 GMT View Forum Message <> Reply to Message dont believe our chinese brethren understand most modern sniper rifles can take basically any attachment on earth..especially american and german made arms which you can attach the kitchen sink and a case of beer and brat to...its always bugged me also that the C7 cant take some of the better laser sights which in fact it can as its totally compat as are all modern canadian arms(our conservative government wanted to be bush's buttbuddy so made sure to spend alllll our tax dollars to upgrade us to U.S spec and usable in the games of death and deception) but i digress

Subject: Re: Haywire & Razor Posted by tais on Sat, 25 Sep 2010 23:27:23 GMT View Forum Message <> Reply to Message we dutch are also completely canadian minded, c7 and c8 here, it's like the m16 and m4 but made to be reliable, although the special forces are changing from the c8 to the hk416 now..

Subject: Re: Haywire & Razor Posted by tbird94lx on Sun, 26 Sep 2010 03:18:14 GMT View Forum Message <> Reply to Message well...eff it..am going back to pre-mess dbb...920 is a horrid very user-unfriendly mess even with the suggestions to fix it not making much impact..i know its a beta..but the direction this beta seems to be going is to make an inaacessable game unles your a turbo-geek code reader that can set stuff up in binary..i aint..i'ma techy cranky old fart who thinks ya'll have finally gone too far with the madness and ya get my two thumbs down plus ya'll dont know a damn thing bout weaponry and looks like ya just pull numbers out yer arses to cover the lack of knowledge

Subject: Re: Haywire & Razor Posted by DoGoD on Sun, 26 Sep 2010 04:00:25 GMT View Forum Message <> Reply to Message Tbird, I feel ya. It's a major pita when something doesn't work and all the suggestions in the world don't seem to do anything.

Page 210 of 280 ---- Generated from The Bears Pit For anyone interested, here are some install instructions based on my own experience with this mod. These Instructions are for the standalone version.

1.) Extract to your JA2 installation. 2a.) Fire up the INI editor. 2b.) Set the VFS to "VFS_Config.IoV_Full". This assumes you either have no desire or ability to fill in a VFS ini(like me). If you do "VFS_Config.IoV" is there for those who wish or need to customized their VFS file. 2c.) Set the executable to "ja2_3702_iov920_beta1_en", make sure it ends in EN(Unless you want Chinese, then use the one ending with CN). 2d.) Save. 3.) Launch JA2.

Notes: You should probably be running the most current version of 1.13 you can get, either Tais' SCI or via SVN. If you have no interest in or need for the Chinese exe, delete it to avoid confusion.

I get the feeling I may be Captain Obvious on this but as has been pointed out, the install instructions for 920 could use some improvement. Hopefully this helps someone.

Subject: Re: Haywire & Razor Posted by Nickfighter on Sun, 26 Sep 2010 06:22:19 GMT View Forum Message <> Reply to Message I don't know why you complaining. I just installed the freshest SVN, thrown the IoV stuff into my JA2 folder, set the VFS in Ja2.ini, tweaked the IoV options, ran the game with the IoV exe and everything worked perfect Question renewal: Is there a system of picking the equipment set that AIM mercs get? Because I seen it in other mods

Subject: Re: Haywire & Razor Posted by tais on Sun, 26 Sep 2010 08:17:39 GMT View Forum Message <> Reply to Message there seem to be only three gearkits for scope atm found some more bugs/funky stuff by the way

- kabar d2 doesn't fit in a knife slot - m16a4 retractable stock only makes 24 noise silenced while all most other m4/m16 5.56 weapons make 34 noise - AW50F takes an/peq-2 but the slot is greyed out, also double slots over eachother like the other sniper rifles..

Page 211 of 280 ---- Generated from The Bears Pit Subject: Re: Haywire & Razor Posted by Friendly Fire on Mon, 27 Sep 2010 01:12:39 GMT View Forum Message <> Reply to Message Anpeq 2 + Mars = +40 to hit at 37 tiles FTW !

Subject: Re: Haywire & Razor Posted by Friendly Fire on Mon, 27 Sep 2010 07:19:47 GMT View Forum Message <> Reply to Message The Cheytac 200, impressive !

Subject: Re: Haywire & Razor Posted by Luppolo on Mon, 27 Sep 2010 07:26:38 GMT View Forum Message <> Reply to Message aww can't carry crowbar, steroid is sad :

Subject: Re: Haywire & Razor Posted by Friendly Fire on Mon, 27 Sep 2010 07:29:09 GMT View Forum Message <> Reply to Message 40mm grenade panels : try them !

Subject: Re: Haywire & Razor Posted by Luppolo on Mon, 27 Sep 2010 09:42:50 GMT View Forum Message <> Reply to Message i don't want to use a dedicated lbe just for the crowbar

Subject: Re: Haywire & Razor Posted by RRT_877 on Mon, 27 Sep 2010 10:38:22 GMT View Forum Message <> Reply to Message Wuhu, its out, its out, it out ..

.. but why not via SVN?

Subject: Re: Haywire & Razor

Page 212 of 280 ---- Generated from The Bears Pit Posted by Tapp on Mon, 27 Sep 2010 10:52:26 GMT View Forum Message <> Reply to Message Found a bug:

Ordered the 9x19 tracer ammo BOX and it should give me 1500 rounds, but it gives only 200 rounds...

Subject: Re: Haywire & Razor Posted by Friendly Fire on Mon, 27 Sep 2010 18:15:40 GMT View Forum Message <> Reply to Message Has anyone started a list of merges ? Is the molotow still possible ?

Subject: Re: Haywire & Razor Posted by usrbid on Wed, 29 Sep 2010 04:22:28 GMT View Forum Message <> Reply to Message Hi Luppolo, There is a little bit of pron around the pic, try to avoid this moving forward, there are plenty of pic hosting services which are child save, no worries for your first time.

(I did not misspell pron :giggle:)

Subject: Re: Haywire & Razor Posted by tbird94lx on Wed, 29 Sep 2010 06:28:36 GMT View Forum Message <> Reply to Message dood..men dont giggle!!!!your reassigned to M.E.R.C!!!!

Subject: Re: Haywire & Razor Posted by usrbid on Wed, 29 Sep 2010 08:40:06 GMT View Forum Message <> Reply to Message Hihihi... How are you Tbird? Good to have you around!

Subject: Re: Haywire & Razor Posted by wolf00 on Wed, 29 Sep 2010 08:56:12 GMT View Forum Message <> Reply to Message hltv: please repost this one to tbs site

Page 213 of 280 ---- Generated from The Bears Pit https://surplusammo.com/index.php?main_page=product_info&cPath=22_27&products_id=795

this look like ap/hp combo

Subject: Re: Haywire & Razor Posted by p40thawk on Wed, 29 Sep 2010 09:13:02 GMT View Forum Message <> Reply to Message Hm, autoresolve seems to consistently crash my game.

Damned if I know what is causing it though.

Subject: Re: Haywire & Razor Posted by usrbid on Thu, 30 Sep 2010 08:36:02 GMT View Forum Message <> Reply to Message Hi wolf00, DPX bullets (and similar designs like for example the Hornady Interbond) are designed to penetrate through animal bone when a clean broadside shot to heart or lungs is not possible, for example when the animal is positioned at an angle where the bullet has to penetrate through some skeletal structure before the bullet needs to expand to perform a recoverable kill.

One of the first things you learn when hunting larger (and heavier) animals is that any bullet will most likely result in a fatal wound eventually killing the animal. The problem is that you need to get the animal on your truck to take it to a butcher who can prepare the meat (or you do it yourself).

The problem is not so much with killing such an animal but with moving it around. Think of a 300 pound deer (or more for moose) and you are by yourself (for some reason the wife didn't make it to the hunting trip). Many times you will wait for the animal to walk into a good spot where you can recover it before you shoot it. And then you want it to die mostly in the exact same spot and not run around for a bit before it dies.

However I am not sure how DPX bullets would perform against ballistic vests such as Type II, Type IIIA, or Type III (for people who want to know more about the types look here. A ballistic vest is very different in its energey dispersal compared to bone.

The picture below shows from left to right Federal Hyra Shock, Cor-Bon DPX, and Remington Golden Saber fired into water. It looks like the DPX would mushroom against kevlar.

I say that because I have seen 12 gauge saboted solid copper rounds shot into water, there was *no* expansion. The bullet shape was completely unaffected. There was a slight discoloration (darkening) of the copper surface on the outside from the bullet friction against the plastic milk jugs as it penetrated them.

Page 214 of 280 ---- Generated from The Bears Pit Subject: Re: Haywire & Razor Posted by wolf00 on Thu, 30 Sep 2010 09:02:05 GMT View Forum Message <> Reply to Message my reason is find some spice for refreshing this gun

dbb mod have one inside in caliber .41

Subject: Re: Haywire & Razor Posted by usrbid on Thu, 30 Sep 2010 09:06:32 GMT View Forum Message <> Reply to Message Uh, nice one! Have you seen my COP 357 Derringer I made for fun here, they use it in Battlestar Galactica. It's a four shot derringer, fires .357 Magnum rounds, and fits in your shirt pocket.

Subject: Re: Haywire & Razor Posted by tbird94lx on Fri, 01 Oct 2010 03:24:39 GMT View Forum Message <> Reply to Message got 920 running..took 3 runs using the ini editor to get damn settings to actually take so i could just use the exe..annoying..but whats more annoying is..by the time i've taken drassen..usually within a couple days..i getall the emails including the "final push" and even with br's set to lowest and item progression set to lowest..uber stuff still for sale and baddies drop "good stuff"..PLUS...worst idea in HAM history is default it seems..the facility crap..it needs to be option..not default...cant train troops in 90% of normal places..and creating mobile's..then trying to guide them to places is pain in the arse..YES..i bitch and whine alot..but come on guys..some of this stuff is basic on another line..attachments..alot dont work with weapons they used to or in real world most definately do..cannot merge spring and rod..or glue tape and tube..cant coat armor with the red goop..no armor..noone from imp aim or merc comes with any armor and majority have no lbe so only way to survive is to edit map and place some armor and lbe in omerta with real time sneak turned OFF..the eff'rs still sneak around and its annoying..many things in ini i turned off has no effect..this is so messed up its embaressing..i hope my bitching and whining has some effect and the final fixes all this beta horror..i am tactless old and cranky..so i'm abrupt in my thrashing...i leanred that from bears pit ..HA!

Subject: Re: Haywire & Razor Posted by wolf00 on Fri, 01 Oct 2010 08:08:52 GMT View Forum Message <> Reply to Message hltv: sorry for this one,iov 920 ver 1.1 is aviable ...

Page 215 of 280 ---- Generated from The Bears Pit Subject: Re: Haywire & Razor Posted by HLTVpro on Fri, 01 Oct 2010 20:20:22 GMT View Forum Message <> Reply to Message sorry folks. i should have come here more frequent.

1.1: here is the patch. http://www.esnips.com/web/gwja override the files under x:\ja2...\Data-IoV\TableData\ or the SVN should have the newest files up there as well.

------tbird: it's not that but simple laziness. im no the author but i understand that going thru hundreds of attachment data WITHOUT the xml editor can be frustrating. if you see a problem lemme us know so it can be fixed, i dont really appreciate the destructive criticism, which clearly doesnt help anyone. most of the problem you complained about was stated before, we knew about it; if wasn't for someone here asking for beta testing, i would not have put it here. so what do you suggest that we do with HAM settings? what is the default 1.13 setting? does it have all the ham feature off, and the user will have to activate them manually? if ppl really think HAM is annoying i think we can make it an option, but so far it seems everyone else liked them, so i guess we just set that as default so ppl dont have to do extra work to turn them on; i also think most of these problems can be solved by using the ini editor.

------

DoGod: thanks. may i use your instruction then? i know i'm a cheap bastard.

Subject: Re: Haywire & Razor Posted by HLTVpro on Fri, 01 Oct 2010 20:48:33 GMT View Forum Message <> Reply to Message 1.1 fixed most of the above problems, so now you can merge motolov cocktail and compound 18 armor again.

Page 216 of 280 ---- Generated from The Bears Pit however, some of the bugs we still can't fix:

MG34/42 and SKS + bipod, ejects nada ammo. (doesnt seem to be an XML error)

Mk17 SSR+7.62mm XS DRUM MAG Adapter, when installing/detaching grip pod, ammo will disappear. again, thank everyone for the feedback, your help is indeed priceless.

Subject: Re: Haywire & Razor Posted by DoGoD on Fri, 01 Oct 2010 22:09:32 GMT View Forum Message <> Reply to Message Thanks for the update, HLTV.

However, Could someone please upload the update somewhere else, please? esnips seems to require a lot of hoop jumping including their own downloader - that's a bit much for me.nevermind.

Subject: Re: Haywire & Razor Posted by DepressivesBrot on Sat, 02 Oct 2010 07:51:35 GMT View Forum Message <> Reply to Message Click on the file you want to get to its detail page, then click on the filename, not the 'download' button. This'll open the download dialog of your browser, no external loader necessary.

Subject: Re: Haywire & Razor Posted by DoGoD on Sat, 02 Oct 2010 13:34:44 GMT View Forum Message <> Reply to Message Ah okay, thanks.

Subject: Re: Haywire & Razor Posted by ironmonger on Sat, 02 Oct 2010 21:07:04 GMT View Forum Message <> Reply to Message Bugs again:

- Can't assemble the Saiga EX-02 anymore, because the Saiga 12g doesn't take a trigger group.

- Many armors could attach a DPM Shirt, but it is named DPM BDU (and cannot be attached).

Page 217 of 280 ---- Generated from The Bears Pit And a question: what is the DDL forearm for (which gun does it attach to)?

Subject: Re: Haywire & Razor Posted by HLTVpro on Sat, 02 Oct 2010 21:50:44 GMT View Forum Message <> Reply to Message ironmongerBugs again:

- Can't assemble the Saiga EX-02 anymore, because the Saiga 12g doesn't take a trigger group.

I think they might have gotten rid of that, because of NAS's availability of attachments slots. but i'll tell'em anyway.

Quote:- Many armors could attach a DPM Shirt, but it is named DPM BDU (and cannot be attached). you mean the BDU uniform is not supposed to be attached? or cannot (in game)?

Quote:And a question: what is the DDL forearm for (which gun does it attach to)? no clue. i have not played since forever. i'll get back to you on that.

Subject: Re: Haywire & Razor Posted by ironmonger on Sat, 02 Oct 2010 22:25:10 GMT View Forum Message <> Reply to Message The attachment slot is named "DPM Shirt", the item "DPM BDU".

Subject: Re: Haywire & Razor Posted by RRT_877 on Sun, 03 Oct 2010 07:47:11 GMT View Forum Message <> Reply to Message Hi, we are finished with our, "EraMod 2010 - Equip report". http://grasyl.gr.funpic.de/other/ja2_eramod2010/

.. see our teams changing equipment during hours of game play, using eramod2010.

Download EnemyChoiseCollection3 : http://www.esnips.com/doc/fa9cdb5b-496a-4edb-aa85-1ef393a363f4/ChoiseCollection3 ( inc. EraMod2010 & more )

Page 218 of 280 ---- Generated from The Bears Pit Subject: Re: IoV 920 beta 1.1 for New Attachment System Posted by Reno on Wed, 06 Oct 2010 02:40:13 GMT View Forum Message <> Reply to Message Mod testing report for JA2113 (v3702 / SVN 1241) with Instruments of Violence (v920 beta 1.1):

Bugs: 1) When starting the first mission, IMPs and AIM mercs arrive with certain items missing from the inventory, particularly LBE gear (this is a know issue). 2) The main IMP's (i.e. the first one you create) portrait gets replaced with Barry Unger's very frequently (affecting vanilla and user-made portraits); sometimes quitting the game and reloading fixes this. [ screenshot ] 3) Sometimes, when the main character's portrait is showing as Barry Unger and the IMP is sleeping, the portrait has a glitch where an extra pair of (shut) eyes overlays the main portrait. [ screenshot ] 4) On the strategic map, often enough, when the main IMP says a confirmation (e.g. assignment complete), the game CTDs. 5) If you enter combat from the Strategic screen and then immediately press the 'M' key from the Tactical screen, the game can CTD. On a bright note: 6) I have not experienced any CTDs from Bobby Ray's deliveries (I believe this was a facilities-related bug from HAM).

I will attach either screenshots of the errors or the crash reports, when available.

Update: 4) The error reads: "Assertion Failure [Line 6674 in file Map Screen Interface.cpp]".

P.S. I love the new attachment system, as well as all of the other improvements from the combined mods. The rebalanced weapons also allow for a better early and mid-game progression. Thank you to everyone working on making one of my all time favorite games even greater!

Subject: RRT877 Posted by RRT_877 on Sat, 09 Oct 2010 07:28:26 GMT View Forum Message <> Reply to Message Ready for another little big bug report?

Hm .. most of them are not bugs, in its original meaning ..

-

[color:#3333FF]The old AKS74U's old picture was better, in our oppinion.[/color]

[color:#009900]The AUG's picture don't shows off a scope but is has a 2x Scope attached.[/color]

Page 219 of 280 ---- Generated from The Bears Pit [color:#3333FF]We think an little daylight sight Bonus for some Hats, would be nice.[/color]

[color:#CC9933]The Barrett M82A2 Big-Pic doesn't shows the attached Scope, the small pic is correct.[/color]

[color:#CC9933]The MP5N ( Navy ) 's Pic shoes off a LAM, but its got no attachment.[/color]

[color:#009900]Why are the Blue Bullets are the new standard for all 7,62*39 mm Weapons.[/color]

[color:#009900]The old Foregrip was much more Eye candy the the one witch is actually in use.[/color]

[color:#CC9933]The Famae Mini SAF's magazine seems to be shorter as the 30 round mag witch is actually in use.[/color]

[color:#CC9933]The Pic of the Famae Silencia, shows off an Aimpont like optic, but it Doesn't have one.[/color]

[color:#009900]The AUG Hbar's pic doesn't shows off any optic, but it comes with a x2 Scope.[/color]

[color:#CC9933]The AUG para's picture shows off an x2 Scope, but i doesn't have either attachment or bonus.[/color]

[color:#CC9933]The XM8's picture show of the ISM with the x4 Magnification but it's attached with an ISM-V-IR ( Red dot )[/color]

[color:#CC9933]The RPG-7's picture don't show any optic, buts ist attatched with a x7 Scope.[/color]

[color:#3333FF]Nadelunchers, witch has Grips should give an auto an burst bonus.[/color]

[color:#3333FF]Two and four round trigger burst are still a good idea.[/color]

[color:#CC9933]The SR-2M's pic shows not optic, but its attached with a cobra sight.[/color]

[color:#990000]The M21 JAE-100 causes an error like "You can't attach an x10 Scope to a M21 JAE-100"[/color]

[color:#3333FF]The old SCAR's are looking a lot smoother the the actual ones.[/color]

[color:#CC9933]Mk 17 SSR / Pic -> x7 / XML -> None[/color]

[color:#CC9933]M16A4 w. * Stock / Pic ->Acog / XML -> None[/color]

[color:#CC9933]Colt ACR / Pic -> Elcan / XML -> None[/color]

Page 220 of 280 ---- Generated from The Bears Pit [color:#339999]M14 EBR is a sniper rifle, shouldn't it be called M21 EBR?[/color]

[color:#3333FF]I think, giving the M14 w. Stock, an Aimpoint is a good Idea. Giving it a x4 Marksman or a nadelucher would be a better Idea.[/color]

[color:#CC0000]The CheyTac M200 has no Scope.[/color]

[color:#CC0000]The Mk.46 causes an error be cause of it bi pod.[/color]

[color:#CC9933]The KBS wz. 96 Beryl Series are attached with western fore grips, but their picture show no grips either russian- or western ones.[/color]

[color:#CC6600]Vector CR 21 / Pic ->Aimpoint / XML-> None

SV 98 / Pic -> 7x / XML -> None

XM109 Payload / Pic -> x10 / XML -> None

Glauberyl PM / Pic -> LAM / XML -> None

AWM .300 WM / Pic -> x10 / XML -> None

L85A3 / Pic -> Susat / XML -> None ( Please give an EoTech or Aimpoint to is )[/color]

[color:#3333FF]The AEK Has a BARS / Bitbull but it should got an x2, in our opinion. [/color]

[color:#CC6600]Raptor Infantry Rifle / Pic -> Aimpoint / XML -> None

.300 Wisperkitty / Pic -> Aimpoint / XML -> None[/color]

[color:#CC6600]Mk.18 Mod 1 's Picture show off some kind of optic and a laser, but its attachment field are empty.[/color]

Subject: Re: RRT877 Posted by smeagol on Sat, 09 Oct 2010 13:53:19 GMT View Forum Message <> Reply to Message Wow... using different colours for each line is... uhm... confusing....

Subject: Re: RRT877 Posted by wolf00 on Sun, 10 Oct 2010 21:04:27 GMT View Forum Message <> Reply to Message iov 920 beta 1.1 fix[nas ver] nis/nas merc have very reduced quipment ...

Page 221 of 280 ---- Generated from The Bears Pit 1st image before at aim web site

2st image hired lynx at arulco

Subject: Re: RRT877 Posted by HLTVpro on Mon, 11 Oct 2010 06:18:48 GMT View Forum Message <> Reply to Message thx for the reports. it seems the mercs' gears' disappearing still remains a major issue

Quote: 2) The main IMP's (i.e. the first one you create) portrait gets replaced with Barry Unger's very frequently (affecting vanilla and user-made portraits); sometimes quitting the game and reloading fixes this. [ screenshot ] 3) Sometimes, when the main character's portrait is showing as Barry Unger and the IMP is sleeping, the portrait has a glitch where an extra pair of (shut) eyes overlays the main portrait. [ screenshot ] 4) On the strategic map, often enough, when the main IMP says a confirmation (e.g. assignment complete), the game CTDs. hmm...have u used any sound/portrait mod?

Subject: Re: RRT877 Posted by Reno on Tue, 12 Oct 2010 03:51:20 GMT View Forum Message <> Reply to Message These issues occurred on the base install (SVN+IoV beta). I've added a few custom portraits later (several IMPs + Ira) in the hope that they may fix the problem; they did not, but at least there's some variety now. I get around the CTD in #4 by putting the main IMP to sleep before the crash happens (and it does not occur 100% of the time anyway).

Subject: Re: RRT877

Page 222 of 280 ---- Generated from The Bears Pit Posted by Nickfighter on Tue, 12 Oct 2010 11:52:12 GMT View Forum Message <> Reply to Message RenoThese issues occurred on the base install (SVN+IoV beta). I've added a few custom portraits later (several IMPs + Ira) in the hope that they may fix the problem; they did not, but at least there's some variety now. I get around the CTD in #4 by putting the main IMP to sleep before the crash happens (and it does not occur 100% of the time anyway). You shouldn't install those portraits right now. You probably overwrote some files and it got messed up due to PROFEX

Subject: Re: Portraits Posted by Reno on Wed, 13 Oct 2010 04:43:18 GMT View Forum Message <> Reply to Message This occurs without the portraits:

* The custom portraits were installed into `Data-IoV\Faces`, so nothing was rewritten. * The issue occurs on the unmodified 1.13SVN + IoV 921b1 (installed according to instructions in this thread). * I have reinstalled the entire stack from scratch three times, and the bug still occurs. * The portrait replacement bug (#2, #3 and #4) occurs after the custom portraits are removed as well [no bug, bug #2, bug #4]. * Through further testing, it seems that bugs #3 and #4 only occur when #2 is in effect; that is, the crash only occurs when the main IMP has Barry Unger's portrait, so you're right about that part.

I don't know if it matters, but I'm using the installer from GoG.com, which is the equivalent of JA2 Gold; I've never had issues with it before. However, I also have the CD version, so I can try that - but only if absolutely necessary.

Subject: Re: Portraits Posted by Nickfighter on Fri, 15 Oct 2010 21:59:18 GMT View Forum Message <> Reply to Message Any news about a new version? Some time passed already

Subject: Re: Portraits Posted by RRT_877 on Wed, 27 Oct 2010 16:31:16 GMT View Forum Message <> Reply to Message Hi, guys I'm back.

What newer Beta 1.1 or Beta 8 ?

Page 223 of 280 ---- Generated from The Bears Pit Subject: Re: Portraits Posted by Marlboro Man on Wed, 27 Oct 2010 18:19:51 GMT View Forum Message <> Reply to Message @ HLTV

Just noticed this thread is crammed full. Please start a new thread asap. We will lock this up and dispose of the evidence once this is done.

Subject: Re: Portraits Posted by Nickfighter on Wed, 27 Oct 2010 18:43:02 GMT View Forum Message <> Reply to Message Looks like HLTV is Missing In Action.... Wonder what's happening

Subject: Re: RRT877 Posted by wanne (aka RoWa21) on Fri, 29 Oct 2010 13:14:44 GMT View Forum Message <> Reply to Message wolf00iov 920 beta 1.1 fix[nas ver] nis/nas merc have very reduced quipment ...

1st image before at aim web site

2st image hired lynx at arulco

How can I reproduce this bug? It seems to work with current development source. Did you modify any XMLs??

Subject: Re: RRT877 Posted by wolf00 on Fri, 29 Oct 2010 18:41:04 GMT View Forum Message <> Reply to Message clean ja2 instal[1.12 gold]/svn files 1040,dbb 920 beta/920 v8/920 fix 1.1

Subject: Bull Posted by RRT_877 on Sat, 30 Oct 2010 00:11:27 GMT View Forum Message <> Reply to Message

Page 224 of 280 ---- Generated from The Bears Pit What, you got a multikit feature but only Scope got one ..

.. i'm gonna change this.

Bull:

Here Bull gets the a typical security guy equipment, he uses a short shotgun ( witch fits perfectly to its personality ) and a second hand police vest ( witch is common in most security companies ). The Molle Shotgunshell holder don't fir nice in the Setting but I can't find something better.

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0 0 0 0 1777 0 54 0 0 0 732 0 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 214 100 2 298 99

Page 225 of 280 ---- Generated from The Bears Pit 1 404 100 4 405 100 4 0 0 0 0 0 0 0 0 0 0 0 0 1943 98 2247 100 0 0 0 0 0 0

MD:

In this Kit, MD own an MPK and a early Vietnam Style Armor.

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0 1767 87 0 1772 0

Page 226 of 280 ---- Generated from The Bears Pit 98 0 0 0 1954 0 99 202 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 2526 100 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Page 227 of 280 ---- Generated from The Bears Pit 0 2233 99 0 0 1930 99 0 0

Igor:

In Igors, first kit, he owns an classic PMM with combined with an urban OMOH Suit.

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0 0 0 0 164 0 97 2213 0 100 690 0 100 2212 100 1 0 1684 90 0 0 0 0 0 0 0

Page 228 of 280 ---- Generated from The Bears Pit 0 0 0 575 100 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 842 100 2204 99 0 0 0 0

Barry:

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Page 229 of 280 ---- Generated from The Bears Pit 0 1749 99 0 887 0 99 0 0 0 2007 0 99 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 74 100 2 204 90 1 134 100 2 0 0 0 0 0 0 0 0 0 0

Page 230 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 1947 99 0 0 0 0 0 0 0 0

Grizzly:

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0 0 0 0 1788 0 99 1706 0 89 1193 0 98 1685 99 1 0 0 0 0 0 0

Page 231 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 80 100 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 864 99 2241 100 1931 100 0 0

Grunty:

Page 232 of 280 ---- Generated from The Bears Pit Toggle Spoiler

0 0 0 0 196 0 45 0 0 0 783 0 99 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 71 100 3 214 100 2 212 99 1 0 0 0 0 0 0

Page 233 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 0 0 1092 100 856 100 0 0 0 0

Fox:

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0 1721 100 0 189 0 100 0 0 0 1173 0 100 1173 100 1 0 202

Page 234 of 280 ---- Generated from The Bears Pit 78 1 0 0 0 0 0 0 0 0 0 2526 100 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1093 99 1093 98 0 0 0 0

Page 235 of 280 ---- Generated from The Bears Pit Buns:

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0 1743 97 0 161 0 100 0 0 0 1052 0 89 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1573 100 6 212 100 1 201 100 1 0 0

Page 236 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 873 100 0 0

Subject: MOEP Posted by RRT_877 on Sat, 30 Oct 2010 05:47:35 GMT View Forum Message <> Reply to Message The up to 5 Kits are very nice, but who we are going to use them, I'll deliver you some interesting methods.

Method 1, the Quality uprise.

The first Kit, will give the Merc only the Items of the very need, a Pistol and some magazines. This Kit can be used for the early games and when you are recruiting a merc for services behind the front. The Kits shouldn't cost more then 1000.

The second Kit will give you much more combat ability, Merc with the second Kit, will get a machinepistol, a early armor and maybe some camo. This Kit is for use in the early game, for

Page 237 of 280 ---- Generated from The Bears Pit player who prefers technical superior by manpower, in the middle of the game and for extra protection for service mercs.

The third Kit contains a common soldier equipment. The mercs who's choice fells on this Kit, are getting an standard assaultrifle, a standard army type armor and an army common gear. This Kit is thought for the most time of the Game.

For the fourth Kit, it was taking a while to came to an acceptable theme, first, I want to turn it into a Shotgun Kit, but then all none Shotgun Merc would be disappointed, so tried out machine guns but its to not very fair against people who don't like them. So I turned to a generally support class Kit, the MG Guys get there MG's and the Sniper Guy's get their Sniper Kits. But hey, a moment please, when I'm already adjust my choices, my the Mercs Skills, why I don't set an totally Class Kit.

Ok, This ( 4 ) is the Class Kit, the items are forced by the mercs choise, Igor got the Automatic Skill witch gives a squad light machine gun to him, he also got a night skill witch let him get a nvg and finally he is a stealth guy witch brings him sub ammo and a silencer, here you got is a stealth night squad machine gunner, these russian and there special combat ideas.

The last ( 5 ) Kit, used to be the sniper Kit but I decided to move the snipers into the Class / Skill Kit above, so this Kit becomes the DMR Kit. This Kit will give a DMR or scoped battlerifle to the merc, but a less well armor then the assault ( 3 ) Kit. This Kit will bring it's best benefits to day time players who can afford this kinda special firepower.

/edit

Sorry I just forgot the Scour code

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9 Igor

0 0 0 0 0 0

Page 238 of 280 ---- Generated from The Bears Pit 0 0 0 0 690 0 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 575 100 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Page 239 of 280 ---- Generated from The Bears Pit 0 0 0 842 100 0 0 0 0

0 0 0 0 164 0 100 0 0 100 2001 0 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 72 100 2 0 0 0 0 0

Page 240 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2235 100 0 0 0 0 0 0 0 0

0 881 100 0 887 0 0 0 0 0 612 0 100 0 0 0 0 0 0 0

Page 241 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 97 100 2 99 100 2 201 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1925 100 0 0 0 0 0 0 0 0

0 877 100

Page 242 of 280 ---- Generated from The Bears Pit 0 888 0 100 0 0 0 35 0 100 436 100 2 0 1843 100 1 0 211 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Page 243 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 847 100 0 0

0 290 100 0 161 0 100 1733 0 100 18 0 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 127 100 4 0 0

Page 244 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1925 100 0 0 0 0 0 0 0 0

Subject: Re: MOEP Posted by tais on Sat, 30 Oct 2010 09:59:16 GMT View Forum Message <> Reply to Message RRT877 can you also make previous code blocks collapsible.. makes people have to scroll a lot less.. thx

Subject: Re: MOEP Posted by Nickfighter on Sat, 30 Oct 2010 11:11:46 GMT View Forum Message <> Reply to Message RRT, my man, I love your work

Page 245 of 280 ---- Generated from The Bears Pit Subject: Re: MOEP Posted by tbird94lx on Sat, 30 Oct 2010 14:03:12 GMT View Forum Message <> Reply to Message MD is canadian...doubt he'd have vietnam stuff..he's an up to date guy..would prolly have a caf issue Sig p226 9mm pistol and desert camo pants and shirt(not armor..he's a battle medic) to match current caf desert camo is mid east co-op crap..give him pistol holster and med backpack and couple med kits ..2 clips of ammo and there ya go

Subject: Re: MOEP Posted by Nickfighter on Sat, 30 Oct 2010 15:09:48 GMT View Forum Message <> Reply to Message Tbird94lxMD is canadian...doubt he'd have vietnam stuff..he's an up to date guy..would prolly have a caf issue Sig p226 9mm pistol and desert camo pants and shirt(not armor..he's a battle medic) to match current caf desert camo is mid east co-op crap..give him pistol holster and med backpack and couple med kits ..2 clips of ammo and there ya go Maybe MD has this stuff because his father was a soldier in 'Nam and he inherited it? But still, he really should have some modern equipment, actually

Subject: Re: MOEP Posted by RRT_877 on Sat, 30 Oct 2010 20:45:31 GMT View Forum Message <> Reply to Message @tais

Done, now you don't have to force your scrolls more as necessary.

@nickfighter

Thanks

@tbird94lx sorry, this now happens the second time to me, I'll fix it.

/edit

Here it is, I unVietnam MD, but the SMG was a little struggle, Canada seems to don't like SMG's, I cant find any SMG witch is in service in the modern Canadian army and even the police don't use them, so far wikipedia knows it. First I thought about a Sterling but you are right hes an young modern guy. So I gave an UMP9 to him, it's quite modern and fits quite good. he own a new

Page 246 of 280 ---- Generated from The Bears Pit armor, a standard kevlar vest, but he still has its m1 helmet. He also own new DPM pants because I don't what to make him desert.

If you have more information about canadian SMG, please share it with me.

Note, this is MD's "Kit 2", in "Kit 1" he still own his his Para 1911.

Toggle Spoiler

0 1767 87 0 164 0 98 2524 0 100 1210 0 99 202 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 2526 100 3 0 0 0 0 0 0 0

Page 247 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2233 99 0 0 1930 99 0 0

Subject: Re: MOEP Posted by tbird94lx on Sun, 31 Oct 2010 05:08:02 GMT View Forum Message <> Reply to Message Sig P226 9mm pistol..not smg..never seen md as anything other than a pistol guy navy branch of CAF uses HK mp5a4/a5 smg's in both fixed and extendable stocks...with updated ras system..usually equipped with a reflex sight and laser and often with flashlight..army branch rarely uses smg's..they stick with assault rifles sniper rifles and lmg's..but caf specops do use mp5's also for urban building clearing..

Subject: Re: MOEP Posted by Kellomies on Sun, 31 Oct 2010 06:00:56 GMT View Forum Message <> Reply to Message Though, when you think about it, what do the preferences of the state armies matter anyway (outside perhaps familiarity with given guns)? It's not like they let people take guns and stuff home, after all...

Page 248 of 280 ---- Generated from The Bears Pit Subject: Class / Kit Posted by RRT_877 on Sun, 31 Oct 2010 07:22:04 GMT View Forum Message <> Reply to Message Ok, up the the Next model, in this model every Kit represents a Class.

1. The Assault Class, standard length assault rifle, middle class armor and nades

2. The Spec-Ops Class, carbine with optic, light armor and c4

3. This class is trigged by the mercs skills, grizzly best special skill is explosives so he gets an antitank weapon, a shotgun and an heavy armor.

4. The support class, a mg, heavy armor, many ammo and nades

5. The Sniper class, a sniper rifle, light armor and anti person mines.

Yes, I was highly inspired by Battlefield.

Toggle Spoiler

3 Grizzly

0 1787 100 0 883 0 100 1703

Page 249 of 280 ---- Generated from The Bears Pit 0 100 632 0 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 94 100 4 135 151 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1921 100 0

Page 250 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0

0 1766 100 0 1786 0 100 0 0 0 633 0 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 94 100 6 1802 100 1 142 100 1 0

Page 251 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1928 100 0 0 0 0 0 0 0 0

0 1722 100 0 164 0 100 838 0 100 687 0 100 123 100 2 0 0 0 0 0 0

Page 252 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 135 100 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1919 100 0 0 0 0 0 0 0 0

0 1787 100 0 1775

Page 253 of 280 ---- Generated from The Bears Pit 0 100 0 0 0 1186 0 100 51 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 409 100 4 0410 100 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Page 254 of 280 ---- Generated from The Bears Pit 2230 100 0 0 0 0 0 0 0 0

0 2219 100 0 1773 0 100 0 0 0 19 0 100 1682 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 100 0 4 0 0 0 0

Page 255 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2231 100 0 0 0 0 849 100 0 0

Subject: Era / Kit Posted by RRT_877 on Sun, 31 Oct 2010 08:32:19 GMT View Forum Message <> Reply to Message And up to the third idea, the Era method.

1. World war Equipment

2. '50 & '60 Equip.

Page 256 of 280 ---- Generated from The Bears Pit 3. '70 & '80 Equip.

4. 90' Equip

5. Today Equip

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7 Ivan

0 1779 100 0 0 0 0 0 0 0 693 0 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Page 257 of 280 ---- Generated from The Bears Pit 0 1417 100 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 847 100 0 0

0 290 100 0 0 0 0 0 0 0 347

Page 258 of 280 ---- Generated from The Bears Pit 0 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 97 100 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 845 100 0 0 0 0

Page 259 of 280 ---- Generated from The Bears Pit 0 0 0 0

0 881 0 100 895 0 100 0 0 0 614 0 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 92 100 4 0 0 0 0 0 0 0 0 0 0

Page 260 of 280 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 0 0 1925 100 0 0 0 0 0 0 0 0

0 877 100 0 1732 0 100 1733 0 100 1100 0 100 0 0 0 0 0 0 0 0 0 0 0 0

Page 261 of 280 ---- Generated from The Bears Pit 0 0 0 0 92 100 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2235 100 0 0 0 0 0 0 0 0

0 290 100 0 888 0 100 2209

Page 262 of 280 ---- Generated from The Bears Pit 0 100 2172 0 100 2208 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 2620 100 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Page 263 of 280 ---- Generated from The Bears Pit 0 0 0 847 100 0 0

-

Ok, now the Question to you, wich model did you like best?

Subject: Re: Era / Kit Posted by Nickfighter on Sun, 31 Oct 2010 09:22:20 GMT View Forum Message <> Reply to Message I prefer the Class model the most. It makes grouping mercs way easier for me, or assigning them various combat roles as well If it was that way, creating squads would be faster, because I usually take 2 riflemen, one Machinegunner, squad leader (the guy which equipment can be composed of anything) a medic and of course a marksman. NOTE: You should give a first aid kit to the assault class. As far as I know, most of the world's infantry has some basic stuff for treating injuries with them

Subject: Re: Era / Kit Posted by Kellomies on Sun, 31 Oct 2010 10:16:34 GMT View Forum Message <> Reply to Message 1st-aid kits oughta be about standard for *any* class really - it seems to me it would be a pretty smart career- and life-expectancy-extending move for a merc to make sure he has at least elementary medical gear immediately available in whatever third-world hellhole he's heading for next. ("What to do if I get sick in [Some African Backwater]?" "Don't. The nearest hospital in the next country over.") Not like it's bulky, heavy or expensive either.

Subject: Re: Era / Kit Posted by Slax on Sun, 31 Oct 2010 11:24:51 GMT View Forum Message <> Reply to Message I'd go for a tier/class system. Cost and skill based.

Page 264 of 280 ---- Generated from The Bears Pit Subject: Re: Era / Kit Posted by tbird94lx on Sun, 31 Oct 2010 11:47:10 GMT View Forum Message <> Reply to Message the "multi-choice" thing should have its own thread as not to totally waylay the iov thread..so RRT next post create an iov multi-choice thread to keep them seperate and your better able to totally devote a discussion to your work please..thanks

Subject: Re: Era / Kit Posted by Nickfighter on Sun, 31 Oct 2010 14:12:42 GMT View Forum Message <> Reply to Message Tbird94lxthe "multi-choice" thing should have its own thread as not to totally waylay the iov thread..so RRT next post create an iov multi-choice thread to keep them seperate and your better able to totally devote a discussion to your work please..thanks He, he, he! A modmod thread, eh? But RRT's work deserves it

Subject: Re: Era / Kit Posted by schlappe89 on Sun, 31 Oct 2010 20:37:29 GMT View Forum Message <> Reply to Message Hi,

I'm new here and I dont know how to install IoV 920. I installed a fresh Jagged Alliance 2 Gold and then the newest 1.13. I extracted 920 into the JA2 Folder but I dont know how to go on.

The how-to on page 1 doesn't help me at all.

Could anyone post some pics installing it?

Quote:Beta 1.1 (override \data\tabledata) http://www.esnips.com/web/gwja by the way, I can't download this for some reason.

BIG THX for your help

Subject: Re: Era / Kit Posted by RRT_877 on Mon, 01 Nov 2010 02:58:22 GMT View Forum Message <> Reply to Message Done.

Page 265 of 280 ---- Generated from The Bears Pit http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=266068

Here is the new Thread.

Thank you for feedback.

/edit

RRT877I installed it in the following order:

Installed an old German 2 CD version.

SVN this address "https://81.169.133.124/source/ja2_v1.13_data/GameDir".

SVN this address "https://81.169.133.124/source/ja2/trunk/GameData/German_Version". download this file "http://content.wuala.com/contents/kenkenkenken/ja2_113/ja2_1.13_mod_iov_920_beta1.7z?dl=1 ". then this file "http://www.esnips.com/doc/86283955-4082-4285-a9b2-de51ad6cd306/Data-IoV_920_BETA_V8" . and this file "http://www.esnips.com/doc/9333e4f7-e2ce-4a54-96bf-d2c54ab2993b/Data-IoV_920_BETA_V1.1 ".

Subject: Re: Era / Kit Posted by ctiberious on Thu, 04 Nov 2010 05:46:13 GMT View Forum Message <> Reply to Message I hope I'm actually posting this in the right location. Anyway, I started a new game using the latest beta build so I'm getting my first look at the New Attachment System. I tend to outfit my IMPs with above average equipment right from the start which is why I noticed this right off. I gave my IMP an FN SCAR-L SV. Supposedly it should be able to support an ACOG 4x or an ACOG Combo 4x scope. I'm trying to mount the combo version but no place in NAS will allow it. I double checked the valid attachments through the xml editor and Item 1004, "ACOG Combo 4x", is valid for this rifle. So then I opened up AttachmentSlots.xml and I notice there is never a reference to usAttachmentIndex=1004. I'm wondering if this is simply an oversite since NAS is still in Beta?

I'm also kinda curious about the way the NAS works. It looks as if each attachment slot is dedicated to specific attachments based on a specific type of weapon. For example, I see 17 different attachment slots that relate to silencers, suppressors, duckbill and chocks. I also see 5 slots dedicated to laser sights, 7 slots that deal with grips & bipods, and 22 slots dedicated to scopes. And it seems that NAS overrides Attachment.xml file meaning any new attachments

Page 266 of 280 ---- Generated from The Bears Pit have to be added to at least two locations (once in attachments.xml and at least once in attachmentslots.xml) I'm curious why you don't go with generic slots that determine valid attachments through the existing attachments.xml file?

For example: Rather then having the FN SCAR-L SV use uiSlotIndex=56 for it's scope slot, why not have a generic "scope slot", with all scopes listed as valid, then use attachments.xml to determine which scopes actually can be use by each gun. Basically both conditions have to be true before an item can be attached to a certain location: IF(attachmentslot==AttachmentItem && attachment==gunItem) THEN allow attachment.

I'm hoping that makes sense the way I've written it. It just seems silly to have 22 different slots just for scopes.

Subject: Re: Era / Kit Posted by ironmonger on Thu, 04 Nov 2010 10:01:44 GMT View Forum Message <> Reply to Message I finally found out what the DDL rail is for - it can be combined with the L85A2 rifle to upgrade it to the A3-configuration, which allows more attachments. The new rifle doesn't take the SUSAT, while the picture shows it.

@ChrisL: try mounting the ACOG alone - on most rifles this opens up an additional slot for the Reflex sight (which you normally combine with the ACOG into a single item).

Subject: Re: Era / Kit Posted by ctiberious on Thu, 04 Nov 2010 14:02:51 GMT View Forum Message <> Reply to Message ironmonger@ChrisL: try mounting the ACOG alone - on most rifles this opens up an additional slot for the Reflex sight (which you normally combine with the ACOG into a single item).

I'd have to have given my IMP a standard ACOG 4x. I didn't. I gave him the ACOG Combo 4x. Is it the intention of NAS to make some attachments invalid?

Subject: Re: Era / Kit Posted by Minty on Thu, 04 Nov 2010 20:57:06 GMT View Forum Message <> Reply to Message It's not NAS's fault, per se, Chris. Think of it more like the IoV team forgetting to disable that particular merger/item. And not putting failsafes into their attachment slots for inevitable "Oopses".

Subject: Re: Era / Kit

Page 267 of 280 ---- Generated from The Bears Pit Posted by RRT_877 on Tue, 09 Nov 2010 11:38:03 GMT View Forum Message <> Reply to Message Hi, I'm current in a short break play and I found some litte.

The machete, should fit on the players Back.

The Spear RBA has a desert camo but no camo bonus.

%Edit

Why, ballistic goggles don't fit on the ballcap?

%Edit

Why, is the Glock 18 Assault a one handed weapon?

%Edit

Why does the SAF Silcencia's big picture show an aimpoint but the small pic not?

%Edit

Why did you choose this ugly image of the fore grip, the old one was better.

%Edit

Why it the Pademptly of the XM8R, "0"?

%Edit

The C8A1 Pic shows an Elcan, but it don't has one.

%Edit

Why has the M3 Carbine a different single shot sound then the M1A1 Carbine?

%Edit

The M9 bayonet does not fit on all it's real compatible rifles, yet.

/Edit

I reworkes the EnemysItemChoise.XML and the Damadge GunChoise.XML

You can get them in the newest version of the ChoiseCollection 3.1.

Page 268 of 280 ---- Generated from The Bears Pit http://www.esnips.com/doc/be4fedcb-f918-46a2-9df7-d103ecd4f3c9/ChoiseCollection3-1

Have fun, give feedback and feel free to change / use and re publish theses files.

Subject: Little Bug Report Posted by RRT_877 on Tue, 30 Nov 2010 11:14:39 GMT View Forum Message <> Reply to Message The Arisaka's muzzleflash is not as visible as on other ww2 rifles, be cause of its long barrel and low propelling charge.

Fix: Add this line:

1 to the Arisakas items.xml Entry ( Line 32740 ).

The Lee-Enfield No.5 aka the Jungle Carbine, brings a default flash hider.

Fix: Add this line:

1613 to the Lee-Enfield No.5's items.xml Entry ( Line 32369 ).

The Multicam Ballcap should get a sight bonus in day light.

Fix: Add this lines:

10 20

To the Multicam Ballcap's items.xml entry ( Line 42848 ).

The UK Mk2 Helmet should get a sight bonus in day light.

Fix: Add this lines:

10 20

To the UK Mk2 Helmet items.xml entry ( Line 44488 ).

Page 269 of 280 ---- Generated from The Bears Pit The CCE Boonie should get a sight bonus in day light.

Fix: Add this lines:

10 20

To the CCE Boonie items.xml entry ( Line 19728 ).

The Hat should get a sight bonus in day light.

Fix: Add this lines:

10 20

To the Hat's items.xml entry ( Line 6346 ).

The M14 w. FoldStock should get a Marksman 4x20 instead of an Aimpoint.

Fix: Change the following Line:

1811

In the M14 w. FoldStock's items.xml entry ( Line 28634 ).

Nadelunchers, with pistol grips should get a small BurstToHitBonus / AutoFireToHitBonus.

First the GP-30 and GP-25 ( Built-in ) shoulg get a bonus of 3.

Fix: add the following line:

3 3

To the GP-30's ( uiIdex 904 / Line 21794 ) and the GP-25's ( uiIndex 911 / Line 22008 )

Subject: Re: Little Bug Report Posted by Nickfighter on Fri, 10 Dec 2010 14:55:47 GMT View Forum Message <> Reply to Message

Page 270 of 280 ---- Generated from The Bears Pit So it's official now that HLTV has gone MIA?

Subject: Re: Little Bug Report Posted by Logisteric on Fri, 10 Dec 2010 15:11:19 GMT View Forum Message <> Reply to Message nope, awol may be

Subject: Re: Little Bug Report Posted by Nickfighter on Fri, 10 Dec 2010 18:16:49 GMT View Forum Message <> Reply to Message Well, HLTV last posted on 28th October. Pretty much MIA now for me.

Subject: Re: Little Bug Report Posted by Shadow21 on Fri, 10 Dec 2010 22:38:51 GMT View Forum Message <> Reply to Message yeah i would like an update aswell . tried to get some info at the chinese forum but no luck

Subject: Re: Little Bug Report Posted by RRT_877 on Mon, 13 Dec 2010 13:20:57 GMT View Forum Message <> Reply to Message Hi guys, we are planing to write a renact xml choise, wich army or armed force do you linke best to come first?

Subject: Re: Little Bug Report Posted by Nickfighter on Tue, 21 Dec 2010 18:48:35 GMT View Forum Message <> Reply to Message RRT877Hi guys, we are planing to write a renact xml choise, wich army or armed force do you linke best to come first? Uhm, GROM?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by wolf00 on Sat, 08 Jan 2011 14:30:21 GMT

Page 271 of 280 ---- Generated from The Bears Pit View Forum Message <> Reply to Message any news here? dead or alive project ? thx for reply

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Obscuritan on Sun, 23 Jan 2011 14:20:02 GMT View Forum Message <> Reply to Message Apologies if this is already covered, searching didn't turn up any information about this issue

I'm using Tais' SCI for 1.13 beta (which includes HAM, STOMP and NAS) and I'm trying to get IoV 920 b1.1 to work, but I get an assertion failure for line 867 of Queen Command.cpp when the game tries to load the Rebel Hideout after Dmitri and Fatima speak. My install process is as follows:

Jagged Alliance 2 GOLD 1.12 patch Tais' 1.13 SCI (SCI_113Beta_r4057_20110116.7z) IoV 920 beta1 (ja2_1.13_mod_iov_920_beta1.7z) IoV beta1.1 (Data-IoV_920_BETA_V1.1.rar)

Is there some kind of compatibility issue with Tais' newest installer and the current version of IoV? I walked my mercs down to san mona and engaged in a few skirmishes without issue, it's just entering the Omerta Rebel Base that causes this issue as far as I can tell.

It's definitely got to do with IoV somehow, as Tais' installer works fine by itself. Anyone have any ideas?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by tais on Sun, 23 Jan 2011 16:00:19 GMT View Forum Message <> Reply to Message a lot of stuff has changed in 1.13, IoV hasn't been keeping up with that, try an older release of my SCI, maybe that'll work better. I keep some old releases in the Old folder inside the 1.13Beta folder

Subject: Re: DBB's Instruments of Violence mod 914 Posted by howareyou32 on Tue, 25 Jan 2011 01:46:18 GMT View Forum Message <> Reply to Message ObscuritanI get an assertion failure for line 867 of Queen Command.cpp

First thanks IOV, and Tais' combo.

Page 272 of 280 ---- Generated from The Bears Pit Yep, I am having the same problem. It apply to all cave area. So, not more alien assault from us. Try few versions already, same problem. But, it did not really change the fun with 113IOV.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Obscuritan on Wed, 26 Jan 2011 03:07:12 GMT View Forum Message <> Reply to Message Looks like howareyou32's right - I hadn't tried other underground sectors but the three I've tested now (Omerta rebel base, San Mona mina, Orta underground) all cause the same error. I haven't tried with previous 1.13 releases but I'd prefer to wait until IOV is updated.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by lockie on Wed, 26 Jan 2011 15:03:24 GMT View Forum Message <> Reply to Message Quote:Yep, I am having the same problem. It apply to all cave area. So, not more alien assault from us. Try few versions already, same problem. But, it did not really change the fun with 113IOV.

Good grief Howdy , I'm astonished you are actually talking about the game .. nice one ....

Subject: Re: DBB's Instruments of Violence mod 914 Posted by howareyou32 on Thu, 27 Jan 2011 01:53:38 GMT View Forum Message <> Reply to Message Oh, they are too good to miss, very additive too. I am playing it nonstop for few days already, I think it actual damage my body a bit.....

Hey, lockie, how is the pain? If it is too much, smoke something something, it is natural and actually help you body. But, try not to take the pharma pain killers, cause they will give you more pain in the end.

Subject: Re: DBB's Instruments of Violence mod 914 Posted by Anonymous on Thu, 27 Jan 2011 02:10:01 GMT View Forum Message <> Reply to Message codeine is very very addictive. The acetaminophen destroys the liver. You are better off growing your opium to extract codeine. At least that is natural.

Page 273 of 280 ---- Generated from The Bears Pit Subject: Re: DBB's Instruments of Violence mod 914 Posted by howareyou32 on Fri, 28 Jan 2011 09:06:49 GMT View Forum Message <> Reply to Message I get an

"assertion failure line 166 in file creature spreading cpp attempting to..... could not find underground sector node (J8b_3) that shoudl exist" after a battle. anyone got the same problem?

Subject: Re: DBB's Instruments of Violence mod 914 Posted by howareyou32 on Sat, 29 Jan 2011 08:38:05 GMT View Forum Message <> Reply to Message Just solved that problem. One can only have two mines. The third mine will trigger bugs attack and then the system fail. But, all other areas are fine to have. Ok, continue my battle with the queen.

Subject: Ballistic Computer! Posted by Ethereal on Wed, 02 Feb 2011 23:24:25 GMT View Forum Message <> Reply to Message HLTVthermal imager: put it in your hand and use it like binos ballistic computer: attach it to a 24x scope, then attach an AN/PEQ-2 to the whole thing. ready mag: attach it to AR15 type rifle, makes it cost less APs to reload. supposedly it should be able to carry a STANAG on your rifle receiver, but as of now you only have 4 slots for attachments. until new attachment system come out this will have to do.

Well lets see if I post this in a forum close to the right one; apologies in advance if I blow it.

I attached the a ballistic computer to my Sako TRG 42 sniper rifle and had the joy of watching the to-hit modifier drop from +22 to -40; the DOS 4.0 effect. I look inside the ballistic computer and find attachment slots and fool around, waste few hours looking for attachments. No good. So, I come to Bear's Pit and see the above post. Hmm...Ballistic computer, check...AN/PEQ-2A, check....24x scope...HUH? Okay, where do I find a 24x scope? Oh, wait...I'm not playing Instruments of Violence, I'm just using STOMP/HAM - does it still work, or maybe it got included? Thermal Imager sounds like fun, I might have to modify again to get that item.

BTW, I've been playing JA2 a long time (started back when JA:DG was current), and I must say nothing is better than JA2 for putting me in my place. I used to think of myself as a decent tactician and strategist. Then I started reading the forums here and realized I have no imagination and few skills. Hubris--->Ate. OTOH, I have learned a heck of a lot here (starting with various

Page 274 of 280 ---- Generated from The Bears Pit ways of surviving the Drassen Counter Attack). So, thank you to all the developers, testers, players, admins, and all the rest. This duffer appreciates it.

Subject: Re: Ballistic Computer! Posted by howareyou32 on Thu, 03 Feb 2011 07:22:10 GMT View Forum Message <> Reply to Message EtherealI'm not playing Instruments of Violence, I'm just using STOMP/HAM - does it still work, or maybe it got included?

You must install "IoV 920 beta 1.1 for New Attachment System" to have ballistic computer in game, but I do not use it that much, cost too much ap to fire and the bonus are not that good, better with 24x and -ap sign.

Subject: Re: Ballistic Computer! Posted by usrbid on Thu, 03 Feb 2011 08:08:49 GMT View Forum Message <> Reply to Message Hi Ethereal, Welcome to the board!!

Subject: Re: Ballistic Computer! Posted by smeagol on Thu, 03 Feb 2011 13:29:18 GMT View Forum Message <> Reply to Message howareyou32You must install "IoV 920 beta 1.1 for New Attachment System" to have ballistic computer in game, but I do not use it that much, cost too much ap to fire and the bonus are not that good, better with 24x and -ap sign.

He could also have ASIMNAS installed...

Ballistic Computer only works well, if the merc is prone. In AIMNAS the computer has a very high prone bonus to offset the high general to hit penalty.

Subject: Re: Ballistic Computer! Posted by howareyou32 on Thu, 03 Feb 2011 23:07:13 GMT View Forum Message <> Reply to Message smeagolHe could also have ASIMNAS installed...

Ballistic Computer only works well, if the merc is prone. In AIMNAS the computer has a very high prone bonus to offset the high general to hit penalty.

Page 275 of 280 ---- Generated from The Bears Pit oh, new thing. what it is?

Subject: Re: Ballistic Computer! Posted by dinglehopper on Fri, 04 Feb 2011 06:26:20 GMT View Forum Message <> Reply to Message By any chance has anyone tried playing with scifi mode off to see if the three mines bug still happens?

My guess is using the queens breath for flamthrower is causing the crash.

But I haven't done any testing yet, so I could be way off.

Dh

Subject: Re: Ballistic Computer! Posted by Ethereal on Fri, 04 Feb 2011 19:14:26 GMT View Forum Message <> Reply to Message I'm wondering if I can just install it and continue the game I'm playing, since I'm very near the end. I suppose I can always image the directory as a fall back and just try it...any thoughts? IoV seems like a great add-on, but I'm also wondering (politely, politely) um, just how beta is it?

@Dieter: Thanks, and hiya

Subject: Re: Ballistic Computer! Posted by dinglehopper on Wed, 16 Feb 2011 01:31:11 GMT View Forum Message <> Reply to Message Just to let others know, I tried this on the current Tais SCI with sci-fi turned off, and it crashed as soon as you went underground, including to talk to miguel for the first time.

So, at least for now, lets call this unplayable.

DH

Subject: Re: Ballistic Computer! Posted by pripyatsurvivor on Sun, 24 Apr 2011 08:50:49 GMT View Forum Message <> Reply to Message

Page 276 of 280 ---- Generated from The Bears Pit Hi guys, got a question: are there any kind of problems(like bugs or ctd's)when I use IoV with AIMNAS WF6.06?

EDITH: And what about DBB?

Subject: Re: Ballistic Computer! Posted by DepressivesBrot on Sun, 24 Apr 2011 08:53:08 GMT View Forum Message <> Reply to Message You mean, aside from the fact that it won't work? You can't just combine two item mods.

Subject: Re: Ballistic Computer! Posted by Logisteric on Sun, 24 Apr 2011 08:53:15 GMT View Forum Message <> Reply to Message no i wouldn't call it exactly a problem that it just doesn't work if you want to combine two item-mods you need to do that file by file and you will most likely fuck it up

Subject: Re: Ballistic Computer! Posted by pripyatsurvivor on Mon, 25 Apr 2011 23:06:18 GMT View Forum Message <> Reply to Message ok, that makes sense...

I finally downloaded IoV and wanted t start a new Game but WTF? The Mercs have no starting equipment?!? I tried the normal ja2.exe (no starting gear), then the IoV exe, which did not even work (some kind of ''runtime error'').

What have I done wrong? Any ideas?

Page 277 of 280 ---- Generated from The Bears Pit Subject: Re: Ballistic Computer! Posted by Blue_Fox on Mon, 25 Apr 2011 23:12:26 GMT View Forum Message <> Reply to Message They have fists, knock dowm enemies for their guns

Hmmm, dont know what you have done wrong.

Subject: Re: Ballistic Computer! Posted by pripyatsurvivor on Mon, 25 Apr 2011 23:21:06 GMT View Forum Message <> Reply to Message Dammit, that was a fas answer! Ok, then Bull and Grizzly (aka Bud Spencer & Terence Hill), fistfight against machine guns and grenades (i'm looking forward for the tanks!). Mwahahaha! this gonna be fun!

Subject: Re: Ballistic Computer! Posted by tais on Tue, 26 Apr 2011 13:04:05 GMT View Forum Message <> Reply to Message I'm busy on a small project of mine concerning IoV, since they completely stopped developing IoV @ 920 beta1 I am trying to adapt it to the current state of 1.13.

This project might take a short time before I can call it usable, might also have to try and get some sort of permission from D-boy or someone else who did development on this.

Subject: Re: Ballistic Computer! Posted by Shadow21 on Tue, 26 Apr 2011 14:41:16 GMT View Forum Message <> Reply to Message TaisI'm busy on a small project of mine concerning IoV, since they completely stopped developing IoV @ 920 beta1 I am trying to adapt it to the current state of 1.13.

This project might take a short time before I can call it usable, might also have to try and get some sort of permission from D-boy or someone else who did development on this.

that sound interesting. so do you plan on incorporating the changes to the source code they made ie malfunction rates and "working" molle pockets? cant wait

Page 278 of 280 ---- Generated from The Bears Pit Subject: IoV 920 beta 1.1 for New Attachment System Posted by tais on Tue, 26 Apr 2011 15:02:45 GMT View Forum Message <> Reply to Message well anything exe related is impossible as i dont have access to their changed source code, at the moment it's just xml based

Subject: Re: IoV 920 beta 1.1 for New Attachment System Posted by DepressivesBrot on Tue, 26 Apr 2011 15:07:57 GMT View Forum Message <> Reply to Message Shadow21 "working" molle pockets? They had an actual MOLLE system? I was only aware of this wannabe variant using leg rigs.

Subject: Re: IoV 920 beta 1.1 for New Attachment System Posted by Shadow21 on Tue, 26 Apr 2011 16:04:08 GMT View Forum Message <> Reply to Message Taiswell anything exe related is impossible as i dont have access to their changed source code, at the moment it's just xml based ah ok figured that much. DepressivesBrotShadow21 "working" molle pockets? They had an actual MOLLE system? I was only aware of this wannabe variant using leg rigs. yeah i meant that. though in their latest exe one could automatically reload from those molle pockets. Molle like they implemented it was too much micromanaging so im happy to just stick with lbe.

Subject: Re: IoV 920 beta 1.1 for New Attachment System Posted by wolf00 on Thu, 26 May 2011 13:30:39 GMT View Forum Message <> Reply to Message http://www.mediafire.com/?abcn70z1z4vawn5 this one work good witchout any crashes [iov 920 beta& beta 1.1]

Subject: Re: Ballistic Computer! Posted by Bazhosh2 on Wed, 01 Jun 2011 20:57:49 GMT View Forum Message <> Reply to Message TaisI'm busy on a small project of mine concerning IoV, since they completely stopped developing IoV @ 920 beta1 I am trying to adapt it to the current state of 1.13.

Page 279 of 280 ---- Generated from The Bears Pit This project might take a short time before I can call it usable, might also have to try and get some sort of permission from D-boy or someone else who did development on this.

I'm looking forward too it. I really liked playing IoV.

Subject: Re: Ballistic Computer! Posted by Deathstruck on Sun, 11 Sep 2011 15:54:05 GMT View Forum Message <> Reply to Message Sorry for necroposting, but was wondering if you (Tais) are still working on the "adapted" version for the current 1.13?

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