Subject: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 04 Nov 2009 12:23:49 GMT View Forum Message <> Reply to Message No better way to start Thread 4 than with Version 44.

Thread 1 can be found here.

Thread 2 here.

Thread 3 here.

Small FAQ: What is the Alpha_ Item_Mod_for_WF6.06?

It's basically just what the title suggests, an add-on for the WF Mod for 1.13 that Jax and myself made.

It's certainly not necessary in order to play the WF Mod, but it will add a bit of fun. I already made some hundreds of items, added lots of merges, reworked starting gear and enemy item choices, etc...

The Mod in it's basic configuration needs an .exe for the 100AP system, as all items have their usage costs adjusted to this. So, if you experience any problems with too high reload costs or similiar things, make sure you use a game .exe that uses the 100AP system.

The newest version of the Alpha Item Mod is V44 V44.

The Skydrive site has some issues with certain web browsers. I can't reach the download site with Seamonkey, wheras Firefox just works fine. So, if you get a yellow page with lots of code, try another browser, that should fix it...

Downloads for either the Item Mod or the updated maps can both be found on my Skydrive. I upload updates on a more or less regular basis, so make sure to check here, whether there's something new to download.

The maps might require re-starting a game, but the item mod in general doesn't require a restart when you update from one version to a newer one. The latest version will always include all files (unless I forgot to add a certain file ), therefore it will always be enough to get the latest one.

Page 1 of 161 ---- Generated from The Bears Pit There's also a more or less working flamethrower added, which is still work in progress. This item uses the item slot of the Alien Queen. It is very likely that playing with the bugs will cause trouble, therefore I highly recommend to disable Crepitus in the options.ini (or you may want to test it, find out what happens and tell us the results... I'm no big fan of the bugs myself, therefore I will most probably not try it).

I moved the merge list to the second post in this thread. You should find all currently possible merges in that list... I might have forgotten one or two, if so, feel free to report their absence from this list.

Almost forgot: A rather new feature (introduced in V42) are the ammo boxes. Ammunition from BR will be sold in small boxes instead of being sold in magazines (though this needs a new game satrt to take full effect, i.e. no mags showing up anymore in BR inventory... but if you buy all mags in a running game from BR I'm quite certain that BR won't restock on mags...). And there are also special items, called ammo donkeys (because they have a donkey pic), that can be used to create those ammo boxes. Those items don't have any other purpose than creating ammo boxes. The boxes can be easily transported in a medium pocket and save a bit weight. Quite useful if you want to outfit a team for a long run... The donkeys are available at most local shopkeepers (including bartenders).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 04 Nov 2009 12:24:59 GMT View Forum Message <> Reply to Message Merge List for the Item Mod

Last update: 11th of Nov. 2009

I'll update this post, when new merges are added. And those updates will be color marked, as long as no new merges are added

Guns:

- EBR + M14/M21 = M14EBR / M21 EBR - 7.62x39 Drum Adapter + various AK variants = same variant in Drum version (works with AKM, Ak-47, AKMS, AKS-47, AK-103, AK-104, AEK-973, AKM Tactical) - 5.56 C-Mag Adapter + various Guns = same gun with C-Mag capability (currently works with M16A1, M16A4, Colt Commando, Colt M4A1, Colt XM177-E1, Diemaco C7A2, SIG SG540, SIG SG550, SIG SG551 SWAT, HK 53, HK G41) - 9mm C-MAg Adapter + various Guns = same gun with C-Mag capability (currently works with MP5A4, MP5N, MP5S, Colt SMG)

Page 2 of 161 ---- Generated from The Bears Pit - Trigger Group + SVU = SVU-A - SCAR Barrels + SCAR variant = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels) - G36 Rails + G36 versions // G11 // CAWS = G36 //G11//CAWS RAS versions - G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions - AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun - upper kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon ) - M16A4 Conversion Kit + M16A4 = DMR variant of the M16 - AUG Barrels + AUG = other AUG variant - Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun - Rail Kit large + basic AUG variants = RAS version - Rail Kit small + P90 = P90 RAS - HK416 Barrels + Hk416 variant = other HK416 variant - HK417 Barrels + HK417 variant = other HK417 variant - Blaser R93 Barrels + Blaser R93 variant = other Blaser variant

A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun).

Armour:

Major change: Most can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20.

- C18 Upgrade Kits + various Armour pieces = treated Armour - C20 Upgrade Kits + various Armour pieces = coated Armour - C18 + regular or C-18 armour = repairs the armour - C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour - C20 + titanium plate = repairs the plate

- Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar) - Dragonskin + Camo Uniforms = Camo Dragonskin

Attachments:

- Aluminium Rod + Spring = Rod&Spring - Steel Tube + Duct Tape + Quick Glue = Extender

- Rod&Spring + Trigger Group = mod. trigger Group (slightly worse than both items seperately, but you'll save one attachment slot and the mod. trigger group can be removed from the gun) [color:#990000]

Page 3 of 161 ---- Generated from The Bears Pit - Duct Tape // Quick Glue + any attachment = mod. version (needed for further merging or as inseperable item that will stick to a gun permanently)[/color]

One of the following pieces must be modified:

- Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo - Reddot LAM + Reflex Sight = Reddot LAM&Reflex Sight Combo - Reddot LAM + Sight Mark Reflex Sight = Reddot LAM&SMR Combo - Reddot LAM + Speeddot = Reddot LAM&SD Combo - CORSAK + Kobra = CORSAK&Kobra Combo - Foregrip + Tac. Flashlight = Griplight - Reflex Sight + small scope = small scope combo - Reflex Sight + ACOG = ACOG Combo - Reflex Sight + Battle Scope = Battle Scope Combo

Aiming Modules:

- Reddot LAM&Reflex Sight Combo + small scope = Aiming Module I - Reddot LAM + ACOG Combo= Aiming Module II - Reddot LAM + Battle Scope Combo = Aiming Module III - AN/PEQ + ACOG Combo = Aiming Module II-X - AN/PEQ + Battle Scope Combo = Aiming Module III-X - PSO-1 + CORSAK&Kobra Combo = Aiming Module WP

(the Aiming Modules can often be get using different paths, important is, that they have the required components)

No glue needed: - Burris AR scope + Burris Speeddot = Aiming Module SDA - Burris AR scope + Combo Speeddot&Reddot LAM = Aiming Module SAR - mod. Reddot + Aiming Module SDA = Aiming Module SAE [color:#990000]- AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV - AN/PVS NV scope + Combo Speeddot&Reddot LAM = Aiming Module SDRNV - mod. Reddot + Aiming Module SDNV = Aiming Module SDRNV [/color]

Components for the Aiming modules are: Aim I: Reddot LAM, Reflex Sight, Small Scope Aim II: Reddot LAM, Reflex Sight, ACOG Aim II-X: AN/PEQ, ACOG, Reflex Sight AIM III: Reddot LAM, Reflex Sight, Battle Scope AIM III-X: AN/PEQ, Reflex Sight, Battle Scope (will not work with all guns that could take the seperate parts, this is to showcase newer Railsystems, for example on the SCAR, the HK 416/417 series, some others...) AIM WP: CORSAK, Kobra, PSO-1 AIM SDA: Burris Speeddot, Burris AR

Page 4 of 161 ---- Generated from The Bears Pit AIM SAR: Burris Speeddot, Burris AR, Reddot required as components for explosives//mines:

- of Gas + Oil = Gasoline-Oil Mix - Bottle of Alcohol + Oil = Alcohol-Oil Mix - Glass Jar + Marbles = Jar with Marbles - Detonator + Flare = modified Flare - Detonator + Walkman = modified Walkman - Detonator + Steeltube = Steel Tube with Primer

Explosives:

- various //Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas that can be used as explosive devices) - String//copper wire + mod. Flare = Trip Flare - String//copper wire + mod. Walkman = Trip Klaxon - Pack of Gum + Flashbang = Flashbang Mine - Pack of Gum + Mustard Gas = Mustard Gas Mine - Pack of Gum + Tear Gas Grenade = Tear Gas Mine - Pack of Gum + Smoke Grenade = Smoke Mine

- Rag + Alcohol-Oil Mix = Molotov Cocktail - Duct Tape + Flare = taped Flare - Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil - Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped)

- RDX + TNT = HMX - RDX + C1 = C4 - RDX + C1 small = C4 small - C1 + copper wire = 2x C1 small - C4 + copper wire = 2x C4 small - + shaped sharge = c1 small - shaped charge + jar with marbels = improvised grenade - copper Wire + Claymore = mod. Claymore (can be used as a bomb, instead of a mine) - Gameboy + C1 small = 2x shaped charge - 2 small charges C1/C4 = C1/C4

[color:#990000]- 40mm shell casing + any 40mm grenade = 40mm shell[/color]

LBE:

- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Chest Rig - Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)

Page 5 of 161 ---- Generated from The Bears Pit - SAW pouch + LBE Gear = SAW LBE - mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear - mod. utility + LBE Gear = mod. LBE Gear - mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear

(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)

- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel

- Pouch Straps + several mod. Pouches will seperate the pouches (also works on vests modified with the following merge)

- Belt Type LBE + one of the following vests: Hunter Vest, Biggame Hunter Vest, AK Chest Rig, M23 Chest Rig, Police Utility Vest or Jacket, LBE gear = modified version

Misc:

- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device - Display Unit + X-Ray Device = X-Ray Detector - LameBoy Display + Copper Wire = Display Unit - Gameboy + Copper Wire = LameBoy Display - Platinum Watch + Copper Wire = Detonator

- Various Clothing + various Knives = Rag - Rubber band + various Knives = Mod. Pouch Set Straps

- Canteen + Cigars = Woodland Camo Kit - Canteen + Cuban Cigars = Desert Camo Kit

- String + Soda Can = Soda can with String - Batteries + Detonator = Remote Detonator

- Woodland Camo Kit + Rag + Rubber Band//String = Ghillie Kit Woodland - Desert Camo Kit + Rag + Rubber Band//String = Ghillie Kit Desert

Combine Merges:

First Aid Kit medical Kit Tool Kit Locksmith Kit Camo Kits Alcohol Wine Beer Tank of Gas 20mm Clips

Page 6 of 161 ---- Generated from The Bears Pit 25mm Clips 40mm 43mm Grenades DM 13 Signal Compound 18 Compound 20

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 04 Nov 2009 12:50:22 GMT View Forum Message <> Reply to Message Guide to Pocket sizes used

Also new are changes to the item sizes. Those changes probably won't matter in game, it's more a behind the scenes thing... anyways here is the list for item sizes currently used (it's a bit different to the list posted in the Thread 3):

34: ammo crates, ammo donkeys, full back packs (no more stuffing them into other back packs, or overloading vehicles) 33: Gas Tanks, full vests and full combat packs 32: Tool kit, conversion kits, heads, empty backpacks 31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts 30: Helmets, thigh packs, belts, armour conversion kits 29: Rockets (RPG and Carl-Custaf) 28: 60mm shells 27: 43mm grenades, 40mm cylinders 26: 40mm grenades & shells 25: 20mm, 25mm and 40mm metalstorm clips, trip mines (the ones made from large grenades) 24: 12g shells (12) (tried them at size 19, but that led to awkward situations with other item sizes, and as 24 was empty, I decided to avoid that) 23: bottles, canteen, stick grenade 22: mini rockets, crossbow bolts (that of course means, that the quiver will now take mini rockets as well) 21: ammo belts, med kit, bloodcat pelt, flamethrower tank 20: drum mags, claymore, large attachments (like aiming modules, aimpointer, etc), ammo boxes, mostly bigger stuff that would fit a medium pocket, but not a misc pocket (like headsets, bigger gas masks) 19: large handgrenades, glass jars, emergency flare 18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives, TNT/HMX, landmine 17: sniper mags, gas mask, NVG I&II, sun goggles (yeah, should be smaller, but i think it's more convenient this way... if they were smaller more than 1 would fit a medium pocket which would make outfitting kind of annoying, especially if you don't fix them to a helmet) first aid kit, large C1 & C4, most binoculars, other stuff that needs at least a misc pocket to be stored 16: AR mags

Page 7 of 161 ---- Generated from The Bears Pit 15: SMG mags, various smaller stuff (like T-shirts, rod&spring) 14: speedloader, regular grenades, stones, small attachments, soda can, , Compound 18/20 13: short rifle mags, small C4&C1 (stuff that needs at least a small pocket)

These items will fit a tiny pocket: 12: pistol mags 11: small pistol mags, small grenades, throwing knives 10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken

9-0: guns in varying sizes (also includes LAWs, swords, spades, crowbar)

I tried to make sizes 5-9 matter more (the gun will take all guns size 4 and up, but combat pack gun sling will not take size 8 and 9, size 5 and 6 can be stacked in vehicles, etc... only small changes, but the sizes 5-9 felt too much the same)

In order to make M67, RGN and RGO handgrendes usefull again, they now have size 11 (wheras HG85 has size 12... that means with certain pockets you'll be able to carry one more of the smaller grenades, I felt this was necessary, as the HG85 is strictly better than the other 3 grenades and I found myself only using HG85s and completely ignoring the other mini grenades...)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Wed, 04 Nov 2009 17:31:14 GMT View Forum Message <> Reply to Message Luvvly jubbly Smeagol , useful stuff !

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by warnlz on Thu, 05 Nov 2009 00:38:08 GMT View Forum Message <> Reply to Message First off thank you for making this mod. I was completely burned out on 1.13 and this brough me back. Small problem with the mod though. I installed this mod as well as the map pack and wildfire onto a 1.13 modded copy and I seem to be able to buy anything from bobby ray's that I want except the CORSAK laser and since I'm playing a Russian equip only game this is really annoying. My brother who has the same set up and who's wildfire folder I copied in its entirety does not have this problem. Is there something I can check? That is the only item that dosen't show up and I've found it being sold by the arms dealer in the porno shop (just one though) and once in the used item of bobby ray's but not the normal inventory.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 05 Nov 2009 00:58:03 GMT

Page 8 of 161 ---- Generated from The Bears Pit View Forum Message <> Reply to Message That's in fact done on intent.

Some items are hard to get for BR, so they are only sold in used condition. They show up more regularly at Tony's inventory (and just looked it up, Franz in Balime also stocks them). And of course you can get them quite regularly from enemies.

Glad that you like the mod.

Feel free to add more comments, suggestions, ideas, what ever. Always eager to get feedback.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by warnlz on Thu, 05 Nov 2009 01:05:49 GMT View Forum Message <> Reply to Message Ahh, thank you. I guess either my brother is mistaken about his inventory or he has the freak game.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by herb0815 on Thu, 05 Nov 2009 14:00:58 GMT View Forum Message <> Reply to Message Intalled V44, merges work fine now. But somehow rpk mags don

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 05 Nov 2009 16:24:23 GMT View Forum Message <> Reply to Message RPK-74 or RPK?

The RPK leg pouch is meant for RPK-74 magazines (the 5.45x39 45 rnd ones). The RPK drum magazines need a drum mag pouch or an ammo belt. I'll have a look at it...

Edit: Hmm... seems to be okay.

The RPK mag pouch has two large mag pockets, that will take 2 long magazines each. The drums fit the drum mag pouch.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4

Page 9 of 161 ---- Generated from The Bears Pit Posted by herb0815 on Thu, 05 Nov 2009 17:08:26 GMT View Forum Message <> Reply to Message Ah I see, thought the RPK leg pouch is for the drums. :headbanger:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 05 Nov 2009 19:18:54 GMT View Forum Message <> Reply to Message Some more small changes and additions (will be in the next update):

Changed medals to money (now you can drag them to the $ just like cash or guld/silver nuggets, at least medals now serve some function...).

Added AN/PVS and Speeddot combo items (like the Burris AR and speeddot aiming module, just that it uses the AN/PVS nightvision scope instead... can also be combined with a reddot-LAM).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by goc_man on Fri, 06 Nov 2009 02:35:59 GMT View Forum Message <> Reply to Message Great work, we just can't get enough Have you been working on the maps? Also will you be updating the attachments list any time soon? I ask because I wanted to update it myself with the new stuff, so If you're already on it I'll just wait :whistle: Anyway, I'm just installing the new update, can't wait to try the new mortars :crossbones:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by friendslayer on Sat, 07 Nov 2009 21:44:39 GMT View Forum Message <> Reply to Message Is anyone able to merge the night scope with the burris reddot, like said int the discription? I just updated from v42 to v44. I am just wondering what is wrong.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Sat, 07 Nov 2009 21:56:01 GMT View Forum Message <> Reply to Message I haven't even installed 43 yet... mumble , mumble , get the maps updated pls..

Page 10 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 07 Nov 2009 21:57:54 GMT View Forum Message <> Reply to Message friendslayerIs anyone able to merge the night scope with the burris reddot, like said int the discription? I just updated from v42 to v44. I am just wondering what is wrong.

That will be in V45. lockieI haven't even installed 43 yet... mumble , mumble , get the maps updated pls.. \:\) huh? anything special you got in mind?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Sat, 07 Nov 2009 22:01:09 GMT View Forum Message <> Reply to Message may be he insists on a distillery

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Sat, 07 Nov 2009 22:08:07 GMT View Forum Message <> Reply to Message where you got to with map updates , or , have you completed your vision of a whole new playground?

Distilleries ? Nah , whiskey and me just don't mix well.... :puke:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 07 Nov 2009 22:24:40 GMT View Forum Message <> Reply to Message Mapupdates have been pretty much finished for quite some time actually...

The latest map update covers all maps.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Sat, 07 Nov 2009 22:27:29 GMT View Forum Message <> Reply to Message Got it...... what project next o maestro ?

Page 11 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Sun, 08 Nov 2009 00:14:41 GMT View Forum Message <> Reply to Message I'm wondering...what gives with the ammo boxes?

With only ammo boxes, there are no magazines. That makes pretty much all vests and AR pouches completely useless. Does Bobby Rays sell mags at any point or is this just a completely pointless feature that I'm going to have to modify out myself? It would be more realistic to buy boxes of ammo and have to fill your mags...if there were any. It makes no sense to do it that way...unless I'm missing something.

*edit* Looked through XML files and you removed them from Bobby Rays entirely. I love your mod and I'm not trying to give you crap, but it makes no sense to do it this way. Anyway through the XML editor I re-added all mags to bobby rays. I also made it so you can store stuff in your toolbox again, and you can store syringes in your med kit. If someone tells me what specific xml files this would have edited, I'm willing to upload them for anyone else who doesn't like the current ammo system (unless he fixes it himself).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 08 Nov 2009 13:05:11 GMT View Forum Message <> Reply to Message Having BR sell boxes instead of magazines makes perfectly sense in my opinion (and it also cleans up the messy BR inventory).

You can of course make magazines out of boxes. Just drop the boxes into a sector inventory and make ammo crates (must be shift+A in the tactical screen). The crates can then be used to get magazines (or you can reload your guns directly from the boxes and unload the gun and you'll get magazines, as well... though this is a bit tedious and I wouldn't recommend it).

And if you want to get boxes out of crates (for whatever reason... I use boxes to have additional ammo at a weight discount in backpacks for teams that are far from my main base), just use the ammo donkeys.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Sun, 08 Nov 2009 13:15:06 GMT View Forum Message <> Reply to Message :exactly: if you need donkeys have mr. lamont carve up the santhos-clons :placard:

Page 12 of 161 ---- Generated from The Bears Pit we definately need a knife/razor-smiley

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 08 Nov 2009 13:28:43 GMT View Forum Message <> Reply to Message Btw.: Lockie (or any other mod) would you mind stickying this thread and un-stickying the Part 3?

EDIT [by Lockie]: As his Smeagolness commands......

Edit: Thank you.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Sun, 08 Nov 2009 16:27:36 GMT View Forum Message <> Reply to Message Ah ok. So you CAN make magazines out of them.

I had been unclear about that.

Thanks then, problem solved

The only problem now is trying to figure out why your mod is causing more crashes than 1.13 did. I'll try and pinpoint those problems.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 08 Nov 2009 16:32:55 GMT View Forum Message <> Reply to Message When exactly do those crashes occur?

If you have crashes in BR inventory (and you're playing with HAM), make sure to disable the tooltips for attachments in the .ini. Some guns take a lot of attachments, causing crashes when the tooltip box isn't able to show all of them. Don't know, if this has been fixed yet. But that's one thing that is known to cause crashes...

Edit: If set up correctly the Item Mod works quite stable (can't tell what happens if you try to use the Item mod with basic 1.13... the mod was especially designed for the WF maps...). I get some very long loading clocks on opponents turn from time to time and had some weird crashes when I hit a soldier and that soldier changed stance due to being hit (not reproduceable, when I load the game

Page 13 of 161 ---- Generated from The Bears Pit after the crash everything works as normal). There's also a weird crash when applying auto-first aid after combat that occurs from time to time, especially in a long running game session (again, not reproduceable, and will work fine when game is loaded again). Other than that I don't get any crashes I remember right now... (and the attachment crash, due to very long attachment names in the tooltips has been fixed, as well).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Anonymous on Sun, 08 Nov 2009 16:37:32 GMT View Forum Message <> Reply to Message @Smeagol For the record this is not fixed.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Sun, 08 Nov 2009 17:05:57 GMT View Forum Message <> Reply to Message Thanks, I'll try disabling the toolbar tips. Yes, I'm playing with just 1.13.

The reason I don't play your WF mod (which I want to), is because you designed it for an earlier version of 1.13. Unless I'm missing something again and that mod is now compatible with the latest version.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 08 Nov 2009 17:13:34 GMT View Forum Message <> Reply to Message I'm playing WF with a newer exe than it was originally designed for. I know, that some people play it with Headrocks latest HAM version without problems, so I think it is quite possible...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Sun, 08 Nov 2009 18:50:09 GMT View Forum Message <> Reply to Message News keeps getting better and better =)

Looks like it's time to start a new game and play JA2 in a brand new way.

Page 14 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Hairysteed on Sun, 08 Nov 2009 20:50:54 GMT View Forum Message <> Reply to Message smeagolIf you have crashes in BR inventory (and you're playing with HAM), make sure to disable the tooltips for attachments in the .ini. Some guns take a lot of attachments, causing crashes when the tooltip box isn't able to show all of them. Don't know, if this has been fixed yet. But that's one thing that is known to cause crashes... It's fixed in HAM 3.6

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by goc_man on Mon, 09 Nov 2009 01:06:37 GMT View Forum Message <> Reply to Message A few questions: 1. Why are the backpacks (ARUC, LRRP...) no longer sorted under one slot in the sectory inventory? Each takes one separate slot. This makes the inventory messy for no practical reason.

2. PSO-1 + AS VAL = permanent attachment? Was it like this before, or is it new in V44?

3. AS VAL accepts a foregrip. Is this realistc? It looks to me as this wouldn't be possible in RL.

4. Not so much related to this mod but I'll ask here...How does the stealth bonus on items exactly work?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 09 Nov 2009 01:17:39 GMT View Forum Message <> Reply to Message 1. I've found the backpack size issue as well annoying and already fixed that. Will be in the next version.

2. Ummm.... maybe you attached a modified PSO-1 to the VAL? Modified items are sticky and can't be removed. Maybe I messed something up there... I'll have a look at that.

3. Stealth bonus makes for more effective sneaking as far as I know. Seems like opponents don't spot you as easily when in a ghillie suit (compared to 100% camo without Ghillie). Makes for maybe 1 tile difference in spotting range, as far as I can tell...

4. Hmm... don't know, if it's realistic or not, but without the foregrip the VAL would pretty much be trash (in my opinion it's right now already inferior to the Groza and the VSS in my opinion and further making it worse seems like a bad idea... if I remember correctly, the 9x39 Groza even has an integrated foregrip and can also take a bipod for example).

Page 15 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by goc_man on Mon, 09 Nov 2009 01:34:24 GMT View Forum Message <> Reply to Message smeagol 2. Ummm.... maybe you attached a modified PSO-1 to the VAL? Modified items are sticky and can't be removed. Maybe I messed something up there... I'll have a look at that. You're right, it was a sticky item. But why are they permanent? For example I was making WP aiming modules and ran out of CORSAKs, but my scope was already sticky. Now I want to use the scope on my AS Val until I get a CORSAK, then I'll make a WP module. This way I had to make the attachment pemanent and I'll have to go to that pervo in Grumm to remove the attachment :bawling: smeagol 3. Stealth bonus makes for more effective sneaking as far as I know. Seems like opponents don't spot you as easily when in a ghillie suit (compared to 100% camo without Ghillie). Makes for maybe 1 tile difference in spotting range, as far as I can tell... 1 tile for 100% ? I thought it was better. Does it reduce moving noise (like the stealth trait)? smeagol 4. Hmm... don't know, if it's realistic or not, but without the foregrip the VAL would pretty much be trash (in my opinion it's right now already inferior to the Groza and the VSS in my opinion and further making it worse seems like a bad idea... if I remember correctly, the 9x39 Groza even has an integrated foregrip and can also take a bipod for example).Yeah, makes sense. Also there is newer version of the Val which has a foregrip...stupid me for making assumptions without doing some googling first :wb: one more:

The bipod bonus stacks up with sniper that already have a integral bipod. For example: SV-98 + Heavy bipod = 28 bipod bonus (10 integral + 18 from heavy bipod). The heavy bipod shouldn't be attachable to such sniper rifles.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 09 Nov 2009 01:43:41 GMT View Forum Message <> Reply to Message Good find with the bipods. I'll fix that (probably by removing integral bipods, not much of a fan of integral attachments... probably just missed the Sv-98, because I don't like that gun ^^).

The stealzh thing is just a guess based on game experience. I made some tests when I added the Ghillie suit. Might be that ir reduces noise as well. I think Headrock said something along those lines in an earlier Item Mod thread... be careful when attaching sticky items.

But those PSO-1s are quite common to find, so don't worry too much about it... I already have lots of additional scopes cluttering my sector inventory.

Page 16 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by goc_man on Mon, 09 Nov 2009 02:06:51 GMT View Forum Message <> Reply to Message Right, but I'm not worried about the scope, it's the As Val which now has that permanent scope, well no biggy, here I come Grumm pervo

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Mon, 09 Nov 2009 02:10:23 GMT View Forum Message <> Reply to Message To confirm:

Tried installing WF 6.06 multiple times with the latest 1.13 and it is indeed incompatible. Oddly I can use this Items mod without even needing WF installed.

I'm downloading what (I think) is the old 2085 version so I can try WF.

I'm just curious though, why not update WF 6.06 at some point to be compatible with one of the newer patches (I realize you wouldn't be able to keep doing it, but like as a one time update), or do you already plan on doing this?

Unless you fixed the bugs yourself, it seems pointless to have to use old versions of 1.13 to use your mod.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by goc_man on Mon, 09 Nov 2009 02:25:13 GMT View Forum Message <> Reply to Message The increase in APs to ready is not displayed on the C-mags and drum adapters (description box). I think this bug wasn't there in previous versions of AIM, but can't tell for sure.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 09 Nov 2009 12:25:09 GMT View Forum Message <> Reply to Message jketiynuTo confirm:

Tried installing WF 6.06 multiple times with the latest 1.13 and it is indeed incompatible. Oddly I can use this Items mod without even needing WF installed.

I'm downloading what (I think) is the old 2085 version so I can try WF.

Page 17 of 161 ---- Generated from The Bears Pit I'm just curious though, why not update WF 6.06 at some point to be compatible with one of the newer patches (I realize you wouldn't be able to keep doing it, but like as a one time update), or do you already plan on doing this?

Unless you fixed the bugs yourself, it seems pointless to have to use old versions of 1.13 to use your mod.

Maybe you should take a look at this Thread.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Mon, 09 Nov 2009 16:50:18 GMT View Forum Message <> Reply to Message I did. Even that didn't work. I've given up.

It's fine, I don't mind just playing regular 1.13 + your items mod.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Requiem on Mon, 09 Nov 2009 17:03:56 GMT View Forum Message <> Reply to Message What exactly is the problem you are having? It might be nothing to do with incompatability at all.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Hairysteed on Mon, 09 Nov 2009 20:41:29 GMT View Forum Message <> Reply to Message Say Smeagol... Me being such an AUG-fan, I thought AUG versions with 42-round mags (the same way there are C-mag versions of other rifles) would be a nice touch. Would you agree?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Kaerar on Mon, 09 Nov 2009 22:32:02 GMT View Forum Message <> Reply to Message The AUG HBAR should already have that

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Tue, 10 Nov 2009 04:17:33 GMT View Forum Message <> Reply to Message

Page 18 of 161 ---- Generated from The Bears Pit What I'd like to see is a drum-mag for the .50 Beowulf rifle.

IRL, by modifying a standard 90-round .223 Beta-C mag for the AR-15/M4, you can fit 34 rounds of .50 Beowulf ammo =) The tradeoff is that the hi-cap would make the gun quite heavy seeing as how heavy the ammo is.

I may mod that in for myself as I was previously having most of my characters shoot 6.8spc weapons...but since it's rare that long-range comes into play, I switched over to the Beowulf rifles and couldn't be a happier camper.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Starwalker on Tue, 10 Nov 2009 08:38:45 GMT View Forum Message <> Reply to Message jketiynuWhat I'd like to see is a drum-mag for the .50 Beowulf rifle.

Adding such weight to the gun should have some impact on its performance (more AP to ready and shoot).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Hairysteed on Tue, 10 Nov 2009 09:51:28 GMT View Forum Message <> Reply to Message KaerarThe AUG HBAR should already have that Yes, but I'd like to see them in the other AUG's as well, since they too can take 42-round mags (but not c-mags)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 10 Nov 2009 10:37:14 GMT View Forum Message <> Reply to Message jketiynuWhat I'd like to see is a drum-mag for the .50 Beowulf rifle.

IRL, by modifying a standard 90-round .223 Beta-C mag for the AR-15/M4, you can fit 34 rounds of .50 Beowulf ammo =) The tradeoff is that the hi-cap would make the gun quite heavy seeing as how heavy the ammo is.

I may mod that in for myself as I was previously having most of my characters shoot 6.8spc weapons...but since it's rare that long-range comes into play, I switched over to the Beowulf rifles and couldn't be a happier camper.

Can you provide a decent pic for the magazines (doesn't need to be in sti format, a photo is enough)?

Page 19 of 161 ---- Generated from The Bears Pit HairysteedYes, but I'd like to see them in the other AUG's as well, since they too can take 42-round mags (but not c-mags)

C-Mags on bullpups, though technically possible are a big no-go for me, as well. Those look damn ugly. And I don't think they are comfortable to shoot.

Hmm, I may add the 42rnd mag AUG versions. Don't know yet (would require a 42rnd adapter, and 4 new AUGs).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Tue, 10 Nov 2009 10:43:36 GMT View Forum Message <> Reply to Message there's a pic in 'guns i like to see'

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 10 Nov 2009 10:45:58 GMT View Forum Message <> Reply to Message Yeah, I have seen that pic but don't like it.

If there are no better pics, I guess I'll have to use it.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Tue, 10 Nov 2009 11:33:10 GMT View Forum Message <> Reply to Message smeagol Can you provide a decent pic for the magazines (doesn't need to be in sti format, a photo is enough)?

I don't really have any pics. It's just discussion based mostly. It wouldn't look at all different from a Beta C mag; it's just carrying different bullets and has a wider mouth. Basically any AR-15 mag can be modified to carry these rounds, and the amount you can fit in varies. That is simply the largest amount that I've heard of (so far).

Gunbroker auction for a .50 Beta-C drum

That guy most have screwed up though, because I'm part of the forums at http://www.50beowulf.com/bboard/index.php and they've stated you can fit up to 34 rounds. It's

Page 20 of 161 ---- Generated from The Bears Pit possible the guy in the above auction used a 75-round Beta C rather than the standard 90-round.

Also, I completely agree about the extra AP cost, etc. and that's why I mentioned the weight issue.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Starwalker on Tue, 10 Nov 2009 11:59:46 GMT View Forum Message <> Reply to Message jketiynuAlso, I completely agree about the extra AP cost, etc. and that's why I mentioned the weight issue. What would such a fully loaded Beowulf rifle weigh?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 10 Nov 2009 14:46:11 GMT View Forum Message <> Reply to Message If I add the Beowulf with drum mag, I probably will add it as a 30 rnd drum.

Btw, the Beowulf with larger mag would probably only make any sense, if the beowulf got auto//burst capability (either integrated or due to a trigger group).

Can any one confirm, if the Beowulf has such capabilities or if it would make sense to add that? I like the idea, though I'm not certain if it is possible...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Tue, 10 Nov 2009 15:31:47 GMT View Forum Message <> Reply to Message smeagolIf I add the Beowulf with drum mag, I probably will add it as a 30 rnd drum.

Btw, the Beowulf with larger mag would probably only make any sense, if the beowulf got auto//burst capability (either integrated or due to a trigger group).

Can any one confirm, if the Beowulf has such capabilities or if it would make sense to add that? I like the idea, though I'm not certain if it is possible...

The Beowulf has been fired auto fire before, and it works well. However there are no mass produced auto-fire weapons in that caliber. They would be special order. The beauty of the weapon is the size of the projectile. It has a limited range because of it, but it can shoot out an engine block or blow nice holes in people.

There are a couple videos of full-auto Beowulf rifles and it seems that the firing rate was made slow to compensate for the recoil it produces.

Page 21 of 161 ---- Generated from The Bears Pit As for burst-fire, no such thing exists for this caliber.

In terms of weight, I'll look that up when I get home. I have to head back to college at the moment. As soon as I get back I'll post a ton of info, specs, etc. on everything that has to do with this gun.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Tue, 10 Nov 2009 18:49:36 GMT View Forum Message <> Reply to Message Ok, didn't take much time at all, considering all the data at 50beowulf.com (watch the video on the main page btw, it's awesome!) and Wikipedia.

First off, found a nice tool for people who want to calculate recoil for various guns: http://kwk.us/recoil.html I didn't use it myself, just thought it's a nifty tool for modders and gun enthusiasts.

Here's a video of a Beowulf in full-auto > http://www.50beowulf.com/video/Jbeowulf.mpeg It actually is much faster than I thought. He fired 7 shots in the video, and calculated the ROF at ~420 RPM. I've now heard of multiple full-auto versions of the Beowulf, though nothing too specific and no mention on the specs anywhere to be found.

The recoil has said to be about equivalent to firing a 20 gauge . Known for leaving people black and blue if they don't install a decent recoil pad and a good muzzle brake

In terms of weight, a standard .50 Beowulf round weighs between 300-400 grains. A .223 , by comparison, varies between 55-69 grains (the most common cartridges). So the cartridge weighs about ~4.3-5.8x as much depending on load.

Empty weight of a 90-round beta C mag = 0.567kg or 1.25lbs. Weight with 90 rounds of .223 = 1.63kg or with 30 rounds it's around 1.10kg Weight with 30 rounds of .50 Beowulf (using 4.3 multiplier) = 4.73kg

I'm bad at math though, so someone else could calculate the weight more accurately.

Should also be noted that an alternative is that a standard 30-round AR-15 mag can be modified to hold 14-15 shots (just a possible alternative to the Beta C we're discussing).

Also, here's the thread about the 34-round Beta-C mag I mentioned (and there's a pic for ya): http://www.50beowulf.com/bboard/showthread.php?t=159

Since it's off to the side though I imagine with the added weight the accuracy would be effected as the gun would feel a bit lopsided. Maybe my idea wasn't as good as I had thought. Oh well, might still add it myself just for increased fun.

Accuracy: tends to be 2" groupings at 100m. Some get better than that, and some people have been able to shoot accurately at much father distances with a good scope and in the prone position. Some complaints of a bipod literally flying off when firing prone due to the recoil.

Page 22 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 10 Nov 2009 20:23:09 GMT View Forum Message <> Reply to Message Okay, I'm currently trying to convert that pic of the drum to the sti format.

Edit: Damn... my try looks really awful. Maybe Kaerar will take a look at this. I really liked the C-Mags he did. I'll add the items using a different pic for the moment...

I'll add autofire to the beowulf as well, with a relatively high auto fire penalty. maybe I'll also add a semi-auto version later on with a longer barrel or something like that...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Tue, 10 Nov 2009 20:35:39 GMT View Forum Message <> Reply to Message jketiynu First off, found a nice tool for people who want to calculate recoil for various guns: http://kwk.us/recoil.html I didn't use it myself, just thought it's a nifty tool for modders and gun enthusiasts. any idea what kwk stands for here? in german it is kampfwagenkanone = main tank gun

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Tue, 10 Nov 2009 20:39:49 GMT View Forum Message <> Reply to Message Cool, you kick ass man =) Side note: Not sure if you're into manufacturers or not, but the only real manufacturer of the .50 Beowulf rifles is Alexander Arms. Not sure whether you would want to add that to the item description or not.

BTW, forgot to mention this:

After disabling the enhanced description box, your mod + vanilla 1.13 is the stablest I've ever been able to play. Vanilla 1.13 gives me random crashes, but I now experience no crashes ever with your items mod installed...and it's intended for WF! lol!

------Also, I have a general modding question for anyone who happens to read this. Without using the XML editor (which is too buggy and causes random crashes if you change things), is it possible for me to make my own stand-alone items mod that will always be compatible with smeagol's items mod? What I mean is my own separate set of changed XML files, etc. that only adds stuff to

Page 23 of 161 ---- Generated from The Bears Pit his game and changes some values around. Is this currently possible, or would it cause conflicts? smeagol, I'd also like your permission to do this if it ends up being possible. If it isn't I'm just going to make my own changes based on my preferences and then I'll just over-write it with each of your new mod releases...and mod it over again.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Tue, 10 Nov 2009 20:41:22 GMT View Forum Message <> Reply to Message Logistericjketiynu First off, found a nice tool for people who want to calculate recoil for various guns: http://kwk.us/recoil.html I didn't use it myself, just thought it's a nifty tool for modders and gun enthusiasts. any idea what kwk stands for here? in german it is kampfwagenkanone = main tank gun

I have no clue what it stands for. I just posted it as it was a random link I found in the .50beowulf forum that I thought might be useful for figuring out how to realistically account for recoil when modding weapons.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 10 Nov 2009 22:19:27 GMT View Forum Message <> Reply to Message jketiynu Also, I have a general modding question for anyone who happens to read this. Without using the XML editor (which is too buggy and causes random crashes if you change things), is it possible for me to make my own stand-alone items mod that will always be compatible with smeagol's items mod? What I mean is my own separate set of changed XML files, etc. that only adds stuff to his game and changes some values around. Is this currently possible, or would it cause conflicts? smeagol, I'd also like your permission to do this if it ends up being possible. If it isn't I'm just going to make my own changes based on my preferences and then I'll just over-write it with each of your new mod releases...and mod it over again.

I don't think that this is possible. You probably have to do the changes each and every time manually. :/

What exactly do you want to change?

There's always a chance I like suggestions and will add them to the mod.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Wed, 11 Nov 2009 00:05:32 GMT

Page 24 of 161 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Heh, I'll have to compile a list together. I have TONS of ideas floating around. Here's a couple though that I can think of right away:

1) Add a Smith & Wesson M&P .40 pistol 2) Revamp pistol ranges, etc. so they are no longer completely useless. A pistol can fire further then the game currently has them set at, and it makes them pointless. 3) There was a suggestion in one thread to rework it so there are more than 4 expansion slots per gun. I really like that idea and hope it gets realized. 4) Less AP cost for working the on bolt- sniper rifles. It sort of makes them pointless with the high AP cost. I'd probably reduce it to like 6 or something. 5) Auto-fire should be more accurate. They currently fly wherever they please, when in reality a controlled 3-5 round burst is fairly accurate. 6) Make it so .357 can interchangably fire .357 Magnum, .38 special, and 9mm ammo (with the later reducing the gun's life span a bit each time it's fired). In real life they can take all 3 ammo types. I imagine in the game it might prove difficult to mod such a thing in though.

Plenty more, those are just the ones that pop up immediately. Also I forget whether it was removed in this mod, but I remember vanilla 1.13 had "cold" ammo. I always thought that was ridiculous. Why not just call it by it's actual name (subsonic ammo)?

P.S. What to know the main reason I like your mod so much? It's because I have a thing for Dragonskin body armor. That stuff kicks ass and when I found out you added it in your mod I had to download it

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 11 Nov 2009 00:39:03 GMT View Forum Message <> Reply to Message 1.) hmm... no opinion on this one...

2.) pistols are very hard to balance in 1.13. In the original WF pistols had very low AP costs. That made them quite useful at close range. Due to the added Match Sight and the SMR Reflex Sight they are still quite useful. Don't think that they need a boost in range. Maybe when the big maps come around, I'll rework them, after I reworked the complete Arulco map with 2000x2000 tiles for each map (maybe in two years or so... that project would take a LOT time ^^ But eventually I might be able to do it, when there is a working platform with enhanced tilesets... until then, I stick to the pistols as they are right now).

3.) that's why I added all tohose nice little combo merges for aiming modules and such. Check out the merge list in the 2nd post, you might find some useful stuff there.

4.) Hmm... rifles are very accurate. I think the bolt operating is probably a bit too high, but 6 is definately too low in my opinion... maybe I cut down bolt operation cost by ~10 points (that

Page 25 of 161 ---- Generated from The Bears Pit would make a new 18 APs for the slow bolt operating guns... seems still fair).

5.) if you add foregrips too most guns and give them to an auto weapons guy, they are quite accurate (especialyl if you add a trigger group, which also reduces burst penalty, as far as I can tell from the Enhanced Description Box... reducing burst penalty any more wouldn't leave too much margin for guns like the Abakan or the G11...)

6.) For sure not impossible, but very complicated (as it would need different guns, and different merge items to implement such a thing... and the merge item would have to be carried all the time to make this useful, and then it probably would also require to remove an attachment from the gun...) => I'd say hardly worth the effort.

Edit: keep 'em coming... always eager to get new ideas. ^^

Currently adding in more sticky//modified versions of attachments (as I keep outfitting teams after Shift+E and Shift+F all gear in a sector and always have to reattach the same attachment again and agian... after some time this gets just boring... so I decided to make sticky versions for the attachments I'm pretty sure will be put on the same gun over and over again. Might be useful for some... as long as you don't screw up and put a sticky attachment on the wrong gun).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by NYC on Wed, 11 Nov 2009 01:40:26 GMT View Forum Message <> Reply to Message It may also make sense to reduce shotgun pump action cost by ~10 AP points as well...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Starwalker on Wed, 11 Nov 2009 09:13:29 GMT View Forum Message <> Reply to Message Giving the Beowulf a 30 mag would make for the following changes:

- Ready-AP=10 (was 9 before) WRONG - Ready-AP=15 (was 14 before) CORRECT

Singleshot-AP do not change. edited due to user error...

Page 26 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Starwalker on Wed, 11 Nov 2009 09:18:32 GMT View Forum Message <> Reply to Message jketiynuModifying certain things causes crashes (ammo, specifically). This is an already recognized issue from what I've been reading. I did some modding of the raw XML files without any of the same issues. The chance to produce a crash while working on ammo is much higher when /not/ using the XML-Editor, since the XML-Editor does re-sort the ammo items to the needed order, whereas for a human that could make very tedious work (I know it, I screwed up once and had to change 100 ammo items by hand...).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 11 Nov 2009 10:38:24 GMT View Forum Message <> Reply to Message StarwalkerGiving the Beowulf a 30 mag would make for the following changes:

- Ready-AP=10 (was 9 before)

Singleshot-AP do not change.

Hmm... I had the Beowulf at 14 AP draw (16 for the drum version) cost. I guess I'll just lower it a bit then. ^^

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 11 Nov 2009 11:15:18 GMT View Forum Message <> Reply to Message Currently reducing draw costs and bolt operating cost on many guns (based on the 10 APs for the beowulf most guns seemed to have waaaaaay to high draw costs... Abakan with 17 APs draw cost seemed a bit weird...).

Edit: Okay, here a quick rundown of altered manual reload costs:

1 AP: Udar 4 AP: Super Shorty 5 AP: Ithaca 6 AP: all other 8 AP: DeLisle 10 AP: S&O

Page 27 of 161 ---- Generated from The Bears Pit 13 AP: Blaser 16 AP: M40A1, Scout Tactical, Rifles 18 AP: most other Sniper Rifles, Mosin Nagant 20 AP: heavy Sniper Rifles (TAC-50, AI AWM, KSVK), Crossbow

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Starwalker on Wed, 11 Nov 2009 12:26:03 GMT View Forum Message <> Reply to Message smeagolStarwalkerGiving the Beowulf a 30 mag would make for the following changes:

- Ready-AP=10 (was 9 before)

Singleshot-AP do not change.

Hmm... I had the Beowulf at 14 AP draw (16 for the drum version) cost. I guess I'll just lower it a bit then. ^^ No, you are right, it was 14 before, and now it should be 15.

I looked at the wrong column (I was experimenting with an alternate draw-cost)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 11 Nov 2009 12:34:23 GMT View Forum Message <> Reply to Message Never mind, I just lowered it for all guns a bit... for example some SMG draw costs seemed way to high (the MAC-10 for example had 7 APs). Also cut down draw cost for shotguns a bit, to make them a bit more useful.

Edit: Almost halfway through adding the mod. versions of attachments.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Kaerar on Wed, 11 Nov 2009 14:20:11 GMT View Forum Message <> Reply to Message Will get those Beowulf mags done asap. Should have CS4 back on by the weekend.

Is there any other graphics you are after while I'm at it? Any redraw's?

Page 28 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 11 Nov 2009 14:23:23 GMT View Forum Message <> Reply to Message Hmmm.... have to think about that. There'll be quite some I guess. :wave:

Edit: okay, here a quick list of items that need a redraw: Fairbairn-Sykes Combat Knife 4.6mm Ammo Boxes (those for the MP7)

I could also use additional pics for ammo boxes to get some variety in there.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Wed, 11 Nov 2009 19:56:17 GMT View Forum Message <> Reply to Message @T_Bolt:

You are correct that at first I was not searching properly, and the ammo box question was already answered. You're also right that if I were to tell people my errors more clearly I could get WF to work. However, I've stated that I am no longer interested in getting WF to work. I'm happy with vanilla 1.13 and this mod.

I NEVER blamed the mod for being out of date, same with the XML editor. I was incorrect about the ammo thing and was just cleared up by someone about that, but I found no posts that said otherwise. Now I know I'm doing something wrong with it and if I keep having errors I will make a thread and ask what I may be doing wrong. I can see where my posts may look that way though. Do you think I'd be posting how much I like this mod and 1.13 if I didn't? I do want to help, but what you're doing right now is just as useless as what you're saying I did. I'm sure you'll find something wrong with this post to, but that's more a reflection on you then it is on me. How about you quit derailing the topic? If you want to keep fucking around with me, PM me instead and we'll sort things out. Quit hassling me and find a hobby or get laid or something. Last time I checked you're not a moderator so it's not your job to try and tell me what I should and shouldn't be posting.--

Edit : Guys , stop bickering now , Tbolt/jetkinu , some posts are offensive and have been removed , either play nice or go elsewhere and argue . Lockie .

Back on topic, the changes sound great smeagol, good work :rulez: Can't wait to play the next version smeagol

Page 29 of 161 ---- Generated from The Bears Pit I could also use additional pics for ammo boxes to get some variety in there.

I'll do that for you as soon as I find a little more time (have to rush out the door right now). I would reccomend checking out a site called ammunitiontogo.com as they are an ammo supplier that has a wide variety of different ammo manufacturers for all ammo they sell (with pics of the boxes).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 11 Nov 2009 22:06:53 GMT View Forum Message <> Reply to Message Does anyone know, if the distance for exploding heads is hardcoded? I've been toying around with the setting in the XML for some time, but somehow even at max setting, the blood and gore is limited to something like 7 tiles.

I'd really want to have more splatter especially on the big guns. In my opinion those heavy anti-material rifles should be able to wreck havoc at a distance of about 50 tiles. Would also be cool, if it would have some negative effect on surrounding soldiers, like morale drop... I know, if such a thing happened in sight range to some random dude, that I would get my head down as quick as possible...

Ah well... back to work. Still got quite a few attachments to add.

I'll check that ammunition site as well, but if you can provide some good pics, that would save me the trouble of converting them.

Edit: yeah, a pretty much standard ammunition dealer. I used some very similiar pics for the ammo boxes currently in the mod. But the 4.6mm box for example just doesn't look too good (because the pic I made it from was very small). And maybe some more pics wouldn't be too bad, just because a lot of different calibres use the same box at the moment.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Hairysteed on Thu, 12 Nov 2009 12:27:05 GMT View Forum Message <> Reply to Message Smeagol: Another boo-boo - you might want to check the incompatibility of LAM-Reflex combo and Scope 2x combo

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 12 Nov 2009 12:32:43 GMT

Page 30 of 161 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Okay, I'll have a look.

Edit: okay, fixed. Also added corsak-kobra combo to the list of incompatible items.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 13 Nov 2009 18:05:05 GMT View Forum Message <> Reply to Message I just finished adding the modified versions for each attachment (including underslung grenade launchers).

If you don't want your attachments removed by Shift+F in tactical mode, you now have the option to glue those attachments to a gun.

I've also slightly changed enemy item drops based on this. The high quality attachments will now only drop as mod. versions, thus will have to stick to the gun. This counteracts a bit the abundance of quality attachments in the earlier game stages, as it is likely, that those attachments stick to a not that great gun...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 13 Nov 2009 20:03:22 GMT View Forum Message <> Reply to Message V45 is ready to download.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by friendslayer on Fri, 13 Nov 2009 20:06:41 GMT View Forum Message <> Reply to Message Yippie!!!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 13 Nov 2009 20:17:51 GMT View Forum Message <> Reply to Message Some merges including modified attachments might be missing (especially for stuff like the

Page 31 of 161 ---- Generated from The Bears Pit AN/PVS NV scope, the Burris scope and the speeddot...). Just didn't feel like it to add them right away.

So if you add duct tape or glue to an attachment, make sure before if it does what you want it to do. It's easy to screw up => only glue stuff, when you know what you're doing (either when the mod. version is needed to make a combo merge or if you want to add the attachment permanently to a gun).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Randok on Fri, 13 Nov 2009 20:47:43 GMT View Forum Message <> Reply to Message I scaned (Spybot-Search&Destroy ) file Update Item Mod V45 and I have alert ( Heuristic ) Win32.Agent.wsg ?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 13 Nov 2009 20:51:06 GMT View Forum Message <> Reply to Message Ugh... that's ugly. can you locate the file it is in?

From the Spybot Forum:

Quote:this is an error of the heuristics scan, please ignore heuristic scan results for Win32.Agent.wsg until the next detection update.

Seems like the spybot scanner is not working correctly.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Randok on Fri, 13 Nov 2009 20:55:45 GMT View Forum Message <> Reply to Message Spybot scans very, very, very slowly ich ( unzip )file

Page 32 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 13 Nov 2009 21:00:26 GMT View Forum Message <> Reply to Message See edited post above.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Randok on Fri, 13 Nov 2009 21:01:37 GMT View Forum Message <> Reply to Message False alert. Then OK

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 13 Nov 2009 21:05:07 GMT View Forum Message <> Reply to Message I hope so. :waving:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Fri, 13 Nov 2009 21:12:04 GMT View Forum Message <> Reply to Message Out of interest , what is the takeup rate of your versions ?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 13 Nov 2009 21:18:53 GMT View Forum Message <> Reply to Message takeup rate?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Sat, 14 Nov 2009 10:49:18 GMT View Forum Message <> Reply to Message Numbers of downloads (people taking up your mods)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 14 Nov 2009 11:41:44 GMT View Forum Message <> Reply to Message

Page 33 of 161 ---- Generated from The Bears Pit Don't have a clue. The Skydrive unfortunately doesn't show any numbers.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Sat, 14 Nov 2009 20:26:46 GMT View Forum Message <> Reply to Message Yay!

Unfortunately I've been doing some modding and had added a whole slew of new items and weapons to your mod, and tweaked some of the values

Oh well. I'll just see what I can do about writing down all the changes I made, keeping backups of my new images, etc. and putting them back in.

I think I'm going to: A) With your permission, release a small "add-on" for 4.5 of your mod. B) Release my own items/weapons/etc. mod (I'd need your permission to use some images and stuff from your mod. I'd also need permission from PossumDBB to use some of his stuff. Otherwise, doing things from scratch).

I can also list what items I added/changes I'm making and share it if that would be of any interest

One other thing: sorry for not replying to your request for a different site with ammo images. Do you still need some? If so, is it just 4.6, or other calibers too? I think I can come up with some images if you are specific about what you need. I'd simply upload the images in .jpeg format for you to download though. I don't have time at the moment to create all the STI images that would be required. That's something I MIGHT do over Thanksgiving break though (I'm busy with college).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by wacs828 on Sun, 15 Nov 2009 11:24:03 GMT View Forum Message <> Reply to Message Hi there,

@Smeagol, Great job you have done with this mod, makes the wildfire mod great fun! I have had a slight problem with 40mm illumination rounds being unable to load into the 40mm launcher, seems something was changed into v45. Is there any fix forthcoming or might someone point me in the right direction for a quick fix?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4

Page 34 of 161 ---- Generated from The Bears Pit Posted by smeagol on Sun, 15 Nov 2009 11:41:38 GMT View Forum Message <> Reply to Message You need 40mm mortar shells for the 40mm mortar. The grenades won't work. (in case you meant the 40 mm illumination shells don't work, I'll have to fix it...)

Those shells have gold (or rather brass, but you sure get the point ^^) shell casing. The casings can be ordered from BR, or you can directly order 40mm shells. Take a look at BR inventory.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Alex_SPB on Sun, 15 Nov 2009 13:25:51 GMT View Forum Message <> Reply to Message jketiynu 5) Auto-fire should be more accurate. They currently fly wherever they please, when in reality a controlled 3-5 round burst is fairly accurate. smeagol 5) if you add foregrips too most guns and give them to an auto weapons guy, they are quite accurate (especialyl if you add a trigger group, which also reduces burst penalty, as far as I can tell from the Enhanced Description Box... reducing burst penalty any more wouldn't leave too much margin for guns like the Abakan or the G11...)

There is another solution, introduced in DDD mini-mod (fully compatible with Alpha_Item_Mod and HAM). The hard coded penalties calculation mechanics for burst and autofire are reworked here (while xml tuning possibility is kept intact) together with the aimed burst possibility. The result is short controlled 3-4 burst that does not break the balance. http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=232772&page=1# Post232772

P.S. Smeagol, I am sorry for the slight offtop. It is sad to me that there is a bright solution for the old JA2 balance problem ready to be included in SVN that nobody wants to give a try. P.P.S Thanks for the great work on Alpha mod

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by wacs828 on Sun, 15 Nov 2009 14:35:17 GMT View Forum Message <> Reply to Message @Smeagol, yes it is the 40mm illumination shells that do not work, the other 40mm shells can be loaded except the illumination. Also I found an odd bug with v45 which does not allow the purchase of the AUG heavy barrel conversion kit or AK conversion kit from Tony, selecting either item puts an AK-47 in the transaction window.

Page 35 of 161 ---- Generated from The Bears Pit Otherwise, thoroughly enjoying the latest version, great work.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 16 Nov 2009 15:33:56 GMT View Forum Message <> Reply to Message Currently fixing the 40mm Illum shell issue.

Fixed. For those who don't want to wait for the next update to get the shells working, just open the XML-Editor, choose the item and under explosives add the 40mm Mortar to the launcher list.

I'll have a look at the AUG barrel//AK conversion kit thingy as well. But don't know, if I can fix that. We'll see...

Can't find anything wrong there. Just made a test and bought the items from Tony. Everything works just fine.

Edit: Added desert camo variants of the Russian 106 and Russian 22SF vest (basically the same item, just with a more brownish pic and desert camo bonus instead of woodland bonus). I might add a few more of those vest variants, not sure though which ones I should do. The desert vest have a higher coolness level (+1) and cost 50 bucks more. more edits: Added another gun drop bag for shorter rifles. This one is lighter than the sniper drag bag and instead of the 2 sniper mag pockets und the large gun sling has 4 AR x1 pockets and a carbine gun sling.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Tue, 17 Nov 2009 18:04:08 GMT View Forum Message <> Reply to Message Any idea/plans on how soon you will be doing your next release?

Just curious because I'm working on my add-on which should be ready this weekend. Part of it should remain compatible with all your releases (new faces, working on new voices, new gun sounds), however the items/weapons/lbe's/etc. will be obsolete with your next release.

Page 36 of 161 ---- Generated from The Bears Pit So then, may I please have permission to use this mod as a base for a standalone mod, which will use the latest release of the items mod as it's base? Obviously it would just be for download here in the forums, and of course in the readme it will clearly state that my mod is merely an add-on mod to this particular version that you created.

Do I have permission or not? I need to know, because if I do I need to start contacting a couple other mod authors for their permission as well. Not a big deal if they say no though, because I can replace their work. Yours would be a tad much though

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 17 Nov 2009 18:53:09 GMT View Forum Message <> Reply to Message Sure... go ahead. It's basically a free project I've just happened to spent a big deal of time on.

If anyone outthere has more requests for items to be included, just go ahead. Currently quite running out of ideas. :/

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Tue, 17 Nov 2009 19:31:40 GMT View Forum Message <> Reply to Message Thanks for permission

I do have a request...maybe you can get something working that I can't get to work, and Possum's DBB mod didn't work correctly with: a MOLLE system. The ability to create your own vest with MOLLE webbing and pouches. It was a great idea, but unless I was doing something wrong when playing his mod, although you could attach the various MOLLE pouches to your MOLLE compatible vest...you couldn't actually put any items in them *Edit* Nevermind, just did a search and his MOLLE pouches do work. It's just an odd way of having to fill them...

That would be a nice feature to have. I tend to heavily customize my guys, hence all the LBE gear I've been creating on my own (vests for demo-men who don't need mag slots, vests for people carrying drum-mags, etc.).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 17 Nov 2009 19:59:23 GMT View Forum Message <> Reply to Message I'm no big fan of the MOLLE system in DBB mod, besides it's their idea and I've already stolen enough from that mod. ^^

Page 37 of 161 ---- Generated from The Bears Pit Maybe if it somehow was possible to get those pockets working with some kind of drop down menu (like right clicking on the MOLLE pouch would open up the contents directly at the pouch location, without having to switch them with leg pouches and all...). I just think the way the MOLLE system works out in DBB is too complicated and offering not enough real game value. There are plenty of LBE items already available and as you might have guessed, I'm quite a fan of adding even more. So if there is some kind of pocket combination missing, that you want to see, I'm quite certain I'll add such a vest... (as long as it isn't completely unbalanced and too good).

I got quite a headache already about some of the LBE vests currently in game. So maybe tell me as well, which vests are too good, which are too bad, etc. I'd like most vests to be on a comparable powerlevel. For example, I think, that at the moment the TT vests are not very good at all (although, of course, they have quite a nice weight advantage and thus might even be interesting for the whimpier mercs).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Requiem on Tue, 17 Nov 2009 20:33:29 GMT View Forum Message <> Reply to Message I haven't looked at DBB in ages but after reading the description of their MOLLE system I've an idea that would do away with having to use the leg slots to access you gear. How about you have a vest instead of it giving so many magazine pockets, utility pockets etc it just has a set amout of pocket slots. These slots only take MOLLE pouches or pouches for the LBE harness, and the pouches themselves would be loaded by opening up the attachement window. Then you'd just buy/find a MOLLE vest or LBE and add the pouches you need (with different pouches taking different attachments).

Though this would all depend on whether anyone has cracked having multiple attachements of the same type or not?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Tue, 17 Nov 2009 21:58:53 GMT View Forum Message <> Reply to Message I'm not sure if this is possible, I'll do a forum search though.

To give myself a reference point on how the MOLLE system works in that mod, I managed to get it working with the XML editor by replacing all the vanilla data to their 1.13 tilecache folder, except keeping the pockets.xml type files, attachments.xml, items.xml, and loadbearinggear.xml.

You'll only get to see a limited range of stuff and not be able to fully mod things like weapons and ammo, but it showed all the MOLLE and LBE stuff fine this way so I can steal it

Anyway, your idea is great, and it's what I'd prefer. Really the best approach would be if we could

Page 38 of 161 ---- Generated from The Bears Pit simply right click on the MOLLE pouch, and just add what we want into there, but your idea T_Bolt is just as good; only you'd be limited to 4 attachments, and I'm not sure if LBE gear can be made to work as an attachment in that way. I also don't think there's been any more progress (that's been released anyway) in making more expansion slots.

I have the thread http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=148764&page=1& fpart=6 in my bookmarks in case something develops there.

At this point I think I'm finding that my ideas are varying quite a bit between both the item mod and the DBB mod.

It makes things too complicated trying to balance things out between the two.

I've decided I'm going to start from scratch, and make my own items and weapons mod that stands alone. So no weekend release, this is going to be a big project and I'm a college student so it will take a lot of time. Hopefully I'll still have Smeagol's permission to use some of his work, and like I said I need to contact some other mod makers as well. However I'm thinking that I'm getting the hang of things enough that I may just create absolutely everything from scratch; even if images and stuff already exist. I really think things in 1.13, as well as this mod, and DBB could be re-balanced dramatically for a new gameplay experience.

Anyway, sorry for hogging up time talking about what I'm up to.

Smeagol, the only vests I found lacking was: A) A vest for those who are dedicated demo's that use the metal storm launcher. I got around this by changing the weight and size of metal storm ammo to the same size as 40mm ammo and made a vest with nothing but 40mm slots However it's a cheap hack, and I need to do some reading so I can create my own custom pockets for metalstorm ammo. That's something I'd like to see in your mod.

Another thing is a vest that's for people with drum-mags. Since you introduced the kick-ass full-auto .50 Beowulf, I've been wanting a vest that can carry drum magazines.

I'd also like to see more compatibility between buttpacks and full-on backpacks. It seems the only compatibilities are: Tims Pack and Tims Combat Pack, the Blackhawk packs, and I forget the last one but there's one buttpack that works with the sniper back. We could really use an overhaul to the backpack system, since IRL you can choose whatever packs you want and combine them (even if it's not very fashionable ). That's just my two cents.

In terms of guns I'll just repeat some of what I said, as well as some new ones:

*.40 S&W Pistol (only worth the time though if pistols in general get overhauled. I did some tweaking myself and made it so they're worthwhile guns to have...even as primary weapons for CQB). It's a very nice gun (I've fired one and loved it. One of the best pistols on the market in my opinion). What would be really cool about this gun is if you could offer the interchangeable grips

Page 39 of 161 ---- Generated from The Bears Pit for different size hands as an add-on item or something. Not sure how this would balance out in terms of gameplay though. Creative input would be needed.

*S&W 4516-2 pistol. Not a well known gun by any means...just one I used to own and I love it to peaces and wish I hadn't sold it, lol. I modded one in using a S&W pistol image from DBB mod since it looks quite similar. It's a very compact (but heavy) .45acp pistol that comes standard with night sights, and hogue grips. I know several cops, in person and online, that swear by this pistol as their backup piece.

*Maybe for variety sake add some more guns to the shotgun, rifle, and machine pistol classes. There's not too many guns in those classes. A good example of what I'm already in the process of making the STI files and everything for: the Sig 556 Swat Pistol. It's a .223 "pistol" (it's really more of a short-barrel rifle being sold as a pistol. If it had a stock it would be considered a short-barrel rifle) that takes standard AR-15 magazines. So that could be a nice CQB gun for those looking for something with the range of a SMG, but the firepower of an assault rifle. The only version I know of this weapon is the civilian sold semi-auto variety. However, for gameplay purposes perhaps it could be made into a full-auto weapon (with some AP penalties, longer time to shoot, etc. for not having a stock and firing from such a short barrel).

Just some ideas.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Requiem on Tue, 17 Nov 2009 23:21:19 GMT View Forum Message <> Reply to Message Four attachments wouldn't be so bad, depending on the number of pockets allowed and it would allow storing a variety of items in one pocket. Though perhaps working out the attachment clash list would be a bit of a nightmare. Anyway if multiple same attachments are still a pipe dream then perhaps a revamp of the NIV. Basically the same as I suggested with the vest pockets only accepting pouches, but then the pouches would open up new pockets for actual storage.

A quick gimp impression of what I mean (forgive my gimp skills, or lack of them).

Different vests/LBE could have different amounts and different size pouch attachment slots. Non customizable vests would either use the old NIV or have non-removable pouches already attached, which ever is easiest to code.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by jketiynu on Wed, 18 Nov 2009 00:59:40 GMT View Forum Message <> Reply to Message

Page 40 of 161 ---- Generated from The Bears Pit Interesting image, and that may actually work. What could be done is a new type of pocket could be created, and it acts the same as a backpack would or something (because the backpacks have slots that are blacked out, but open up when equipped). Great idea, I'll give it a try later on (I really should be writing my college papers that are due tomorrow right now ).

I've already implemented DBB's Molle system successfully into my mod, fully working, but I'm using placeholder images because: A) I don't have the time to track down the images in the STI files and merge them into the items sti files for my mod. B) I think I may just create my own by getting some actual photos and "JA2'ing them", lol.

Your idea is a good one and tomorrow afternoon I think I'll toy with that idea and see what I can get going, and hopefully smeagol likes the idea too.

BTW, T_Bolt, I'm glad that we're on better terms now. I apologize for my behavior earlier. You were right about some of the things I was doing now that I look back; and now that I'm successfully modding the game you're giving me some great ideas. I hope we're cool with each other now. Keep the thoughts and ideas coming!

*Edit* I am now starting my own thread concerning my mod as I feel I'm hijacking poor seagol's thread. Sorry about that.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Starwalker on Wed, 18 Nov 2009 08:35:16 GMT View Forum Message <> Reply to Message jketiynu I'd also like to see more compatibility between buttpacks and full-on backpacks. It seems the only compatibilities are: Tims Pack and Tims Combat Pack, the Blackhawk packs, and I forget the last one but there's one buttpack that works with the sniper back. We could really use an overhaul to the backpack system, since IRL you can choose whatever packs you want and combine them (even if it's not very fashionable ). Well, those Combat Packs are small backpacks, not buttpacks, and you only have one back to wear that stuff. So it should be quite clear why they are incompatible. The TIMS-set is the exception because the smaller Combat Pack has been designed to be able to replace the lid on the backpack, so you can have both at the same time, because the Combat Pack is fastened to the backpack in a way that all gear is still accessible. I have yet to know of another combo that accomplishes this.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Hairysteed on Wed, 18 Nov 2009 16:35:13 GMT View Forum Message <> Reply to Message Suggestion: How about giving the .50 Beowulf AP ammo some lock-busting value, as it is an entry

Page 41 of 161 ---- Generated from The Bears Pit weapon?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 19 Nov 2009 13:43:52 GMT View Forum Message <> Reply to Message Added new ammo types for the Beowulf ammo (AP and HP). The AP now performs the same as AP x-large, but has lockbuster added, the HP works a bit different, it has slightly better armour piercing abilities than regular HP x-large, but less after armour penetration damage (but still quite high, and besides the Beowulf itself has quite high damage already... should make for an interesting twist on that gun).

Also fixed the SIG 551 Trigger Group glitch (the SIG already had 3-rnd burst but also could take all trigger group variants).

What do you guys think about the 2rnd and 4rnd trigger groups mentioned in another thread? Usefull or just unnecessary?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Hairysteed on Thu, 19 Nov 2009 15:44:41 GMT View Forum Message <> Reply to Message Ah... I just gave the AP x-large a little bit of lock-busting value. I remember the Mysthbusters episode where they blew off a lock with a Garand The downside is that it also makes the .50AE a lockbuster (don't know if it can bust locks or hinges)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 19 Nov 2009 19:40:00 GMT View Forum Message <> Reply to Message Once again I'm making a rather big overhaul for the LBE items.

I'll replace the medium general pocket with general misc pockets on some vests (effectively making the vests a bit more restrictive), but I will also reduce weight on those vests (like the hunter vests, police vest, etc...).

The changes may also affect some of the belt items (like the SVD belt for example...).

Page 42 of 161 ---- Generated from The Bears Pit Edit: And yet another LBE item got added: SAS Demolitioner Vest (similiar to the Black Kit vest, but replaces the pistol holster and the 2 pistol mag slots for 2 small explosives pockets and a general misc pcoket).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Forral on Fri, 20 Nov 2009 02:54:05 GMT View Forum Message <> Reply to Message Is there any chance you could add Detonators and Remote Detonators to the objects that can be made "sticky" so those aren't removed when you do the quick command to unload weapons and remove attachments?

I tend to attach detonators to whole batches of explosives, and keep them repaired up in storage while waiting to be used - but the quick command keeps removing the detonators, and I keep having to re-attach them and re-repair them. I find it horribly annoying, especially as they often get damaged again when I attempt to re-attach the detonators.

One option would be to keep the explosives in a different sector than the rest of my storage, but if it's an easy enough change I'd be happy if you could set them up to be possible to make "sticky".

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 20 Nov 2009 03:09:04 GMT View Forum Message <> Reply to Message Hmm... sounds reasonable enough. I might change that.

Unless there's heavy disagreement about this, I think I'll just do it. But now, it's time to get some sleep. :sleep:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Fri, 20 Nov 2009 07:26:53 GMT View Forum Message <> Reply to Message @smeagol: You asked me to post improvement suggestions / bugs in the item mod thread, hope this is the right one.

- probably someone mentioned already that the 5.56 SWAT AR has burst fire but allows for attaching a trigger group, giving it 6 shot burst.

- This should be fixed in every mod, the G11 shouldn't allow for a rod & spring attachment, the gun uses a rotating cylinder to feed caseless ammo (yah I know I am probably too picky here).

Page 43 of 161 ---- Generated from The Bears Pit - posted the below on the v1.13 Feature Requests board here 3 round Trigger Group + Pack of Gum = 2 round Trigger Group 2 round Trigger Group + Bottle of Alcohol = 3 round Trigger Group 3 round Trigger Group + Spring = 4 round Trigger Group + Copper Wire 4 round Trigger Group + Copper Wire = 3 round Trigger Group + Spring

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 20 Nov 2009 12:11:50 GMT View Forum Message <> Reply to Message Already looked through all SIG assault rifles and removed trigger groups from those with 3 round burst.

The change to the G11 is probably unpopular (at least with me... R&S on the G11 is just kick ass).

I think about those trigger group changes...

Just discovered, that one of the new LBE items has a very big md pic, I'll fix that right away...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Fri, 20 Nov 2009 13:06:20 GMT View Forum Message <> Reply to Message Quote:R&S on the G11 is just kick ass

Yah, I know, I use it all the time, he, he, but - it is not right, you know... As much as it hurts me, it is the right thing to do.

But - how about making an electronics attachment instead, like a chip card (we call it bread board), a home made electronics panel you attach just like the rod & spring, kind of a compromise.

(You could make it attachable to other weapon platforms which rely on electronics for their firing mechanism, like the Surfzone, MP7 I think, and maybe some other Sci Fi guns.)

Happy Birthday!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4

Page 44 of 161 ---- Generated from The Bears Pit Posted by smeagol on Fri, 20 Nov 2009 13:19:28 GMT View Forum Message <> Reply to Message DieterQuote:R&S on the G11 is just kick ass

Yah, I know, I use it all the time, he, he, but - it is not right, you know... As much as it hurts me, it is the right thing to do.

But - how about making an electronics attachment instead, like a chip card (we call it bread board), a home made electronics panel you attach just like the rod & spring, kind of a compromise.

(You could make it attachable to other weapon platforms which rely on electronics for their firing mechanism, like the Surfzone, MP7 I think, and maybe some other Sci Fi guns.)

Yeah, that chip card thing might work.

Quote:Happy Birthday!

:magician: Thanks :party:

Edit: more LBE modifications: changed the KSK Flecktarn to basically the same vest as the KSK Desert (only with different Camo obviously... but including a color-shifted pic of the KSK desert vest).

The Russian vests now mostly have misc general pockets instead of the medium general ones. They will still accept a regular gas mask, but no longer the larger SA-10 and XM-50 gas masks. I hope this helps to balance the vests a bit more.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Randok on Fri, 20 Nov 2009 20:39:45 GMT View Forum Message <> Reply to Message Happy Birthday!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 20 Nov 2009 22:37:36 GMT View Forum Message <> Reply to Message Thanks. :party:

Page 45 of 161 ---- Generated from The Bears Pit Got a new 22" flatscreen and somehow the colors are a bit screwed up on the JA2 items. Might take some time before I get used to it.

However, it also helped to find at least one graphic glitch already, so i guess it's a good thing.

Fixed the quad grenade pocket (the pocket in the upper right corner looked very awkward in the md pic... never noticed before on my old school 17" screen ^^).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Forral on Sat, 21 Nov 2009 00:51:48 GMT View Forum Message <> Reply to Message Hey! Cool!

Am I the only dumb hobo that never knew that you could manually force a search of various things through a CTRL+Click on various locations? I keep finding tons hidden stuff all over the place in your mod. Is this unique to your maps or does it work in the vanilla game too?

Finding out about this has unfortunately sent me into a kind of search-frenzy where I feel the need to investigate pretty much everything; and I end up stuck fiddling with everything for a good 20 minutes longer on each map just to make sure I don't miss anything. :crazy:

Happy birthday, by the way - and thanks for providing us with a great mod!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by ShadowCaped on Sat, 21 Nov 2009 05:02:07 GMT View Forum Message <> Reply to Message ForralI keep finding tons hidden stuff all over the place in your mod. Is this unique to your maps or does it work in the vanilla game too?

May work even in Vanilla but it's a feature not commonly used (WF5.0 and UC, that are based on Vanilla , make a good use of it)

Quote:Finding out about this has unfortunately sent me into a kind of search-frenzy where I feel the need to investigate pretty much everything; and I end up stuck fiddling with everything for a good 20 minutes longer on each map just to make sure I don't miss anything. :crazy:

You are not alone, long time ago when i played for the first time WF5.0 i had the same problem :blah:

Page 46 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Sat, 21 Nov 2009 11:13:05 GMT View Forum Message <> Reply to Message Belated Birthday Greetings , O denizen of the middle lands....

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 21 Nov 2009 18:51:49 GMT View Forum Message <> Reply to Message lockieBelated Birthday Greetings , O denizen of the middle lands....

Thanks.

I added the suggested Trigger Groups with 2 and 4 round bursts (and the merges as well) and probably will upload an update either today or tomorrow.

I recommend to rally your troops in one sector for a complete reequip session, before you update to the next version, as a lot of LBE got changed and it might be confusing when several pockets get changed (as mentioned above, especially the medium general pockets got tuned down a lot).

So, before updating, grab your teams, bring them to a sector of your choice, Shift+E each merc, sort the sector inventory, do a save, then update to the next version and reequip. This way you'll avoid a lot of trouble with wrong pocket sizes.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 22 Nov 2009 12:41:33 GMT View Forum Message <> Reply to Message Finally started to switch the speedloader pockets in the modular pouch set.

This will be some boring and tedious work, but I'm on it.

I change the single grenade pouch for a small general utility pouch (as the sm. general takes mostly items of the same size anyways) and the speedloader pouch gets switched for a twin grenade pouch.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Hairysteed on Sun, 22 Nov 2009 15:37:45 GMT View Forum Message <> Reply to Message

Page 47 of 161 ---- Generated from The Bears Pit smeagolI change the single grenade pouch for a small general utility pouch (as the sm. general takes mostly items of the same size anyways) Does that include 40mm grenades?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 22 Nov 2009 15:52:24 GMT View Forum Message <> Reply to Message No, for game balance purposes, I consider the 40mm grenades an extra item class (would be a bit awkward if the 40mm grenades would fit into regular grenade pouches...). So, the 40mm grenades still need 40mm grenade pouches (as in the 40mm VOG pouches, the GL Holster or several vests).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 22 Nov 2009 16:15:45 GMT View Forum Message <> Reply to Message V46 is available.

I was a bit lazy, not updating each and every description text of the changed modular pouches... anyways, I did enough changes to warrant updating. But as said before, you probably want to do a big re-equip session when updating to this version, as a lot of pouches got changed//switched around.

This update includes the new trigger groups, as well (those might need some tweaking concerning APs for the burst modes).

Feedback as always appreciated.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Forral on Mon, 23 Nov 2009 00:40:22 GMT View Forum Message <> Reply to Message Black Caps can be attached to helmets alongside Camo Covers*. They can also be attached to the Camo Helmet. I don't know if it's intentional, but they probably shouldn't be possible to attach alongside other camoflague cover types, and not attachable to the Camo Helmet at all.

After all, even if you stuck them on on top of eachother, only one of them (The outer most layer) would actually be visible to do you any good.

*Only verified with Camo Cover MK II, and Camo Cover MKIII (Desert) as I didn't have any others to test with.

Page 48 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Hairysteed on Mon, 23 Nov 2009 00:53:27 GMT View Forum Message <> Reply to Message I'm pretty sure the Black Caps are worn under the helmet

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 23 Nov 2009 00:53:56 GMT View Forum Message <> Reply to Message Yes, they work together. Just think about the black cap being a balaclava (which would work together with helmet camo covers). I'm basically too lazy to add a balaclava item.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Forral on Mon, 23 Nov 2009 03:03:02 GMT View Forum Message <> Reply to Message Okay, that makes sense. ...I thought it was kind of wierd to stretch your little black cap out over your helmet for stealth bonuses. I'm kind of stupid today I think. :uhh:

It's much less disturbing to look at them as hoods worn underneath the helmet.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Mon, 23 Nov 2009 10:24:05 GMT View Forum Message <> Reply to Message Hi smeagol, Couple more things I noticed (since you said you are cool with feedback):

- The queen's troups did not even attack me once in Palmas, are their patrol groups going around it? I build (needed latest Facilities.xml from goc_man) for a week or more, not a single attack.

- Flo and Biff can't train militia because the INI asks for LDR 20 and they have less (not sure why the INI asks for a minimum of 20, maybe this is an oversight outside of your mod?)

- I am playing 1.13 3042 with WF 606, HAM 3.5, and AIM 42b and I only get 6 aim clicks (instead of with a bipod, prone, and 10x scope, I posted another thread here

- The MP7A1 and MP7 PDW are almost identical (PDW has one less range, half mag size, and less weight), feels kind of blend. How about allowing match sights on the PDW and take away the trigger group (make it more like a pistol).

- There are some items I get at Tony's but I can't buy at BR (have max settings) such as the AK upgrade kit

Page 49 of 161 ---- Generated from The Bears Pit Thanks as always, Dieter

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 23 Nov 2009 13:22:14 GMT View Forum Message <> Reply to Message - Palmas might have too low priority for the queen. You could check that in garrisons.xml (I think). That value should be sufficient though to have small counterattacks there... maybe she ran out of troops. ^^

- Flo and Biff not being able to train militia is probably a HAM thing.

- The scope issue is probably HAM related as well, as Headrock basically confirmed in the other thread.

- The MP7 PDW is more or less the one from the original WF. The idea of that one was, that I liked the pic and wanted it in my mod. So I made it a cut down version of the MP7A1 (resembling that first line of the MP7). The pistol in that calibre is the UCP. I don't think that the two feel that identical, as you said, the MP7A1 has slightly increased range (though only 1 tile). I think they also differ a bit in allowed attachments, not sure though at the moment (haven't opened my XML editor...).

- Items only available through Tony is intended. I wanted Tony to sell mostly WP related stuff (like the AK conversion kit for example). I might need to check on consistency there, as Tony sells a lot of stuff at the moment, that he probably shouldn't sell, and misses out on stuff, that he should have... (but some other items at BR are only sold in used condition, like the SVD mag pouch for example, so they may not show up in every game in BR's inventory... as far as I can tell the used items inventory isn't updated in a running game, at least from my experience... I never actually buy too much used stuff, so I can't really tell with 100% certainty).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Wed, 25 Nov 2009 03:59:16 GMT View Forum Message <> Reply to Message Quote:Items only available through Tony is intended

Wow, I like that, it gives the game a new feel, for example it makes sense to visit Tony now as you can't just mail order everything, really neat.

About the MP7 PDW, I didn't play around with attachments much, but I remember both having a trigger group with r&s, aiming module mk I, and a flash suppressor, after this you are pretty much

Page 50 of 161 ---- Generated from The Bears Pit done with what you could want for attachments.

I haven't looked at patrol groups yet, plus the queen probably ran out of troups, I keep slaughtering them like rabit sheep.

I always felt that Biff and Flo were intended as low level militia trainers, so raising the LDR above their level creates a very different scenario for them.

Toggle SpoilerIf Biff and Flo cannot train militia you would have Flo as the gun runner and use Biff as a mule (truck driver), however since Shank does that for $20/day, I can't see why you would hire the two anymore.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 25 Nov 2009 14:26:50 GMT View Forum Message <> Reply to Message DieterQuote:Items only available through Tony is intended

Wow, I like that, it gives the game a new feel, for example it makes sense to visit Tony now as you can't just mail order everything, really neat.

I might need to give this a bigger rework some time... Tony still has stuff that he shouldn't have (like certain attachments, AUG barrels, etc...)

[quote=Dieter]About the MP7 PDW, I didn't play around with attachments much, but I remember both having a trigger group with r&s, aiming module mk I, and a flash suppressor, after this you are pretty much done with what you could want for attachments.[quote]

My basic attachments for the MP7 PDW are pistol suppressor, trigger&spring, aiming module I and tac light. Sometimes I add the SMG stock instead of the Tac light, but that depends on the merc...

Toggle SpoilerThe MP7A1 can take the ISM-V and the ITL Mars, which the MP7 PDW can't take.

I'm also considering to rework rifle stocks (making them integral items, i.e. adding extra items for guns with stock and making the stocks merge items like conversion kits... this would probably be quite a lot of work though... not sure about that yet).

I noticed, that the EBR rifles have pics with retractable stocks, so I guess I'll fix that as well.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Thu, 26 Nov 2009 14:07:27 GMT

Page 51 of 161 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Quote:I'm also considering to rework rifle stocks

Maybe only do that for 3-4 "special" rifles to get a feeling / taste?

Thanks on the MP7 PDW spoiler, cool info!

Couple more things I noticed this weekend:

- The 6.8 Bushmaster M4 is a little slower than the "vanilla" M4, and it drops also a little later, by that time you already have a dozen M4s lying around. I started using the 6.8 version but because it is a little slower, I swapped it again for the 5.56 version as it allows tracer ammo. I know it is not realistic, but players may start using the 6.8 version if it were a little faster, similar to the SEAL Recon Rifle (I know the 6.8 makes more damage but after a three round burst that is not that much of a factor)

- this is probably not something you can change, but Tony needs a different price column for selling guns to him than buying guns from him. For example when I arrive with a truck load of guns (maybe 4-5 battles on drop all, I know, drop all off, got it) I have virtually unlimited trading "capacity" and can "buy" the most expensive gear Tony currently has just by trading dropped guns (and in addition I get the $15k per day), feels not right. If Tony were to buy guns at 5%-10% of their BR value, this might still be the case, with a truck load and all, but not as explicit maybe.

Happy Thanksgiving!! (to all the US folks)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 26 Nov 2009 15:47:01 GMT View Forum Message <> Reply to Message Dieter Maybe only do that for 3-4 "special" rifles to get a feeling / taste? yeah, sounds like a good idea (I would probably have done it for all guns at once, but this seems like a better approach ^^).

Quote:Thanks on the MP7 PDW spoiler, cool info! no problemo.

Quote:Couple more things I noticed this weekend:

- The 6.8 Bushmaster M4 is a little slower than the "vanilla" M4, and it drops also a little later, by that time you already have a dozen M4s lying around. I started using the 6.8 version but because it is a little slower, I swapped it again for the 5.56 version as it allows tracer ammo. I know it is not realistic, but players may start using the 6.8 version if it were a little faster, similar to the SEAL Recon Rifle (I know the 6.8 makes more damage but after a three round burst that is not that

Page 52 of 161 ---- Generated from The Bears Pit much of a factor)

Don't forget, that the 6.8 guns have quite a higher range (the Barrett M468 has 450, wher as the Colt M4A1 has 335, regular M16s have around 355-375, depending on model). So they have quite an advantage over the 5.56 guns already.

On that note, I also reduced range on some guns. The Commando has now range 275 (was a bit too high, compared to the HK416 10"). The Groza OC-14 has now range 325. The SEAL Recon Rifle has now 340 (was 350, but as it basically is a M4A1, +15 range seemed a bit too high, especially considering that the SEAL is one of the best 5.56 rifles already...).

Reduced loudless of the KAC PDW to 40 (the AR suppressor had not much effect on reducing noise, reducing it to 40 now makes it 16 with a suppressor).

Quote:- this is probably not something you can change, but Tony needs a different price column for selling guns to him than buying guns from him. For example when I arrive with a truck load of guns (maybe 4-5 battles on drop all, I know, drop all off, got it) I have virtually unlimited trading "capacity" and can "buy" the most expensive gear Tony currently has just by trading dropped guns (and in addition I get the $15k per day), feels not right. If Tony were to buy guns at 5%-10% of their BR value, this might still be the case, with a truck load and all, but not as explicit maybe.

Yeah, nothing I can change. But I think HAM offers the option to increase daily funds that Tony has each day.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Thu, 26 Nov 2009 19:27:23 GMT View Forum Message <> Reply to Message Quote:the 6.8 guns have quite a higher range

I wonder how players use ARs when semi auto sniper rifles are available through enemy drops? Do they go for higher range, lower AP, more damage, etc.?

I have used a G3 as my DMR before, but that was in a low BR, Novice challenge where I got only drops, and the G3 was from the general in Alma.

Personally when I use ARs I go for less APs (and also more bullets shot) for situations where my six guys get ambushed (possibly during the day) and each one of my guys needs to get rid of as many enemies in the close to medium range. Ideally I am looking for a kill ratio of 1 of my guys takes out 3 enemies.

I prefer bursts over short full auto as bursts usually have a lower penalty and cost less AP. So the deciding factor usually is "how many burst can my merc get out per round"? If I am playing with HAM then I use tracer ammo otherwise HP (as HP appears to make randomly very high damage e.g. 100+ happens fairly frequently).

Page 53 of 161 ---- Generated from The Bears Pit The 6.8 Bushmaster is an awesome weapon don't get me wrong, but by the time I get it through enemy drops all my guys have already tricked out M4A1s (some of them even Seal Recons) and I have really no reason to switch to the Bushmaster because: 1. it needs more APs, 2. there is no tracer ammo, so it goes straight to the sell queue, which is really a shame for such a great gun.

I really liked the KAC PDW, I got it with my IMP at the start, and later Ira used it very effectivley (her low STR works well with the low weight of the gun). I also like the attachments it allows, really neat short range burster.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 26 Nov 2009 22:02:46 GMT View Forum Message <> Reply to Message Don't forget, that longer range equals higher accuracy.

Edit: Currently taking a break from modding. I'll still read certain threads, but modding itself is currently paused.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Forral on Mon, 30 Nov 2009 11:24:59 GMT View Forum Message <> Reply to Message Now that you're having a break, I took the opportunity to begin work on a personal project based on your mod. It's mostly just going be a case of rebalancing the pacing of the game, and to some extents also it's difficulty levels. I'd go through the specifics, but I don't want to get anyone excited as I'm prone to not sticking with my projects.

There's a lot of stuff on my plate anyways, and as a part of my project I need to look over the items that are already placed in your maps. Enemy weapons, most notably, are strictly Eastern European and Russian in my project, so it's not suitable to find so many American and Western European ones as can be found in your maps. So I'm looking over the maps, one by one, removing any obviously unsuitable item I find and replacing them with something appropiate.

However, I just noticed how extremely time-consuming it is to attempt to navigate the weapons menu from within the Map editor. As far as I know my only option is repeatedly clicking the side arrows, until my muscles ache, and without any proper sorting function to be found. Am I missing something, or is this what you endured yourself when setting up enemy warehouses and outposts with all of that loot?

If that's the case you just got another boatload of respect from me, because that's fucking persistance if I ever heard of it. :crazy:

Page 54 of 161 ---- Generated from The Bears Pit You already have a ton of respect though. Your mod is awesome. Awesome enough that I've been holding off on modding it for myself, for fear of having to miss out on further additions due to incompatible files. Luckily, any changes I make to the Maps, IMPChoices and EnemyChoices will at least persist when you get back on the project.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 30 Nov 2009 13:33:45 GMT View Forum Message <> Reply to Message Forral However, I just noticed how extremely time-consuming it is to attempt to navigate the weapons menu from within the Map editor. As far as I know my only option is repeatedly clicking the side arrows, until my muscles ache, and without any proper sorting function to be found. Am I missing something, or is this what you endured yourself when setting up enemy warehouses and outposts with all of that loot? yes, that's exactly what I did with all maps... you get used to it after modding around 20 maps, though.

Quote:You already have a ton of respect though. Your mod is awesome.

Thanks.

It's not that I quit modding, it's just that I need some time off, as I don't feel like making more changes at the moment (especially the folding stock rifles I want to add are a lot of work and at the moment I just don't feel like it... I think I might need a couple of weeks before I get motivated enough to restart work...).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Loucipher on Mon, 30 Nov 2009 13:50:06 GMT View Forum Message <> Reply to Message ForralYou already have a ton of respect though. Your mod is awesome.

Amen to that. Smeagol, you're one of those modders whose work made me dust off my copy and get back to playing it. The way your creativity changed the game is beyond comprehension.

Let me seize this opportunity to join Forral in saying big thanks to you and all the guys who have the - as Forral accurately put it - persistence to keep the game alive and evolving.

Your work counts for us. Big time.

Page 55 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Mon, 30 Nov 2009 20:16:47 GMT View Forum Message <> Reply to Message You know UC 1.13 has utilised lots of folding stocks , and Wil has a folding stock mod available ? Might help with ideas at least .

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Wed, 02 Dec 2009 06:56:58 GMT View Forum Message <> Reply to Message @Forral: Not sure if you'll read this as I am posting a little late here, relative late to your post I mean.

Forral, as you mentioned the map editor being not as user friendly, how about you review the enemy drop XML (and shop keeper inventory) instead. These are just XML files, which may be much easier to handle, just an idea here.

While the next idea is more of a hack (instead of doing the real thing and adding items to all maps), you may be able to use the WF (or smeagol's) maps by just deleting weapons (and attachments) you don't like, which may be easier / less work. This combined with changing the enemy drop XMLs will give you 95% of the game experience you want.

Another idea that comes to mind, after you are done deleting items from the maps (and editing the XMLs), you really don't have to add items to more than a few key maps. For example you may only need to add WP weapons to one Alma map, 1-2 of the hidden cache maps (there are 4 total), and maybe a sector in Grumm and one or two closer to Meduna, that's frankly all that needs to happen if you want to go for the full 100% WP experience, meaning you probably have to do the painful map editor add routine for just 5-6 maps total using this technique.

While it is true that smeagol's mod has a lot of of American and Western European weapons on the maps / enemy drops, in all fairness I have to say that smeagol's mod is the first time where I am actively using Russian / Eastern European weapons.

The Kobra's PercentAPReduction of 33 is much better compared to the 1.13 Reflex Sight of 20, that combined with the CORSAK Laser BestLaserRange of 350 (which is only beaten by the Old Aimpoint Projector (400) and the Tactical upgrade kids for some of the WP weapons makes for fast, long range, and accurate alternatives to the Colt M4A1 or Colt M16A1, my personal favorite is the AKM Tactical (item id 1656).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Forral on Wed, 02 Dec 2009 08:10:37 GMT View Forum Message <> Reply to Message I'm afraid I'm a slight bit too proud to settle for anything less than the full experience I had

Page 56 of 161 ---- Generated from The Bears Pit envisioned. In this case, even the easy way you propose is quite slow and time-consuming, and while manually going through the maps in the map editor I have the opportunity to do a few alterations here and there as well.

There are more facets to this mod than simply the No western weapons work. Quite simply I'm attempting to fix all of those things that I wasn't perfectly pleased with, whether they were oversights or design decisions that I did not support. If I believe I have the time and capability to fix it, I will. The rest, which is a lot, I'm harassing everyone else to do.

So another thing I'm doing with the maps, other than removing the weapons, is changing the focus on loot from being weapons, armour to often just strictly being supplies such as ammo, explosives and medical supplies. I'm also adding a bit of cover and points of interest to otherwise empty maps, such as some of the maps along roads. A burnt out building, a collection of rocks of debris - anything to generate a focal point for the action by providing reliable cover, makes these maps feel more unique rather than simply a forest with a road going through it.

I've grinded through a few maps already, and in my testing everything appears to work okay, so it's a solid - if slow - approach. My only problem so far is when I decide to modify buildings. I don't know exactly what's up with it but sometimes when editing buildings they show up with missing peices of the walls when I load up the game, even though they were actually intact when I saved the map. Interestingly, when I load the map up again that very piece of the wall will be missing again. Even tearing down the whole wall and replacing sometimes won't solve the problem.

Anyways, thanks for the suggestions. I am already reworking enemy drops chances as well as their choice equipment xmls. Equipment Choices is nowhere near ready because there's some additional conceptual work that I need to get straight before embarking on that task. I'm currently restricting enemies to dropping only ammo and weapons at a decent chance though. This is because I find I'm often bogged down with re-equiping my , mass-repairing equipment and trying to figure out what would be the optimal load out. Occasionally that's interessting, but almost after every map I've got enough new stuff to feel the need to optimize load outs. It's for the same reason I was removing a lot of the equipment from the maps and replacing it with simple supplies.

I want to lessen time spent lugging items back and forth, and also reduce the frequency of pulling back my squads for re-equiping. Both to simply ensure less time spent on the strategical screen, and more time spent in the tactical maps.

The shopkeeper xmls is something I've been putting off working with, as it's pretty overwhelming. I think I'm going to have to pull a clean slate on that one, and work on putting items 'into' them rather than taking them out.

I'm doing some cleaning on BR too, to move the near ancient and obsolete weapons to purely be avaliable as USED. It's intended to reduce a bit of the clutter, in the spirit of Smeagol's work to make ammo boxes to reduce clutter in the ammo menus. I'm toying with the possibility of making BR only offer western equipment too, while the natives on Arulco specialize in eastern. That's still just conceptual work though. I haven't decided if it's a good or bad idea yet.

So it's all just very experimental at the moment and lots of my ideas are still merely ideas. I need to decide what's good ideas and what's not, and when I'm going through the work of doing one

Page 57 of 161 ---- Generated from The Bears Pit thing it's often beneficial to incorporate that work into another idea.

So I'll have to discuss it all with my girlfriend and devise a solid plan... Poor girl.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Wed, 02 Dec 2009 08:38:30 GMT View Forum Message <> Reply to Message Quote:My only problem so far is when I decide to modify buildings. I don't know exactly what's up with it but sometimes when editing buildings they show up with missing peices of the walls when I load up the game, even though they were actually intact when I saved the map.

I suggest to search the board first, and if you can't find anything post a question in the modding section, possibly with a broken sample map others can download to check what is going on.

Good luck, hopefully we will see a Forral's Inventory Mod (FIM?) eventually here.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by estdepsico on Thu, 17 Dec 2009 20:02:26 GMT View Forum Message <> Reply to Message Hi all!

I have some feedback: I`ve found the AN scope (or something like that) and is compatible with the the Aiming Module MK.III. So now Dimitri has a

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Anonymous on Thu, 17 Dec 2009 20:26:38 GMT View Forum Message <> Reply to Message This happens with battle scopes and aiming modules as well.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by the scorpion on Thu, 17 Dec 2009 20:42:47 GMT View Forum Message <> Reply to Message Forral My only problem so far is when I decide to modify buildings. I don't know exactly what's up with it but sometimes when editing buildings they show up with missing peices of the walls when I load up the game, even though they were actually intact when I saved the map. Interestingly, when I load the map up again that very piece of the wall will be missing again. Even tearing down the

Page 58 of 161 ---- Generated from The Bears Pit whole wall and replacing sometimes won't solve the problem. this is a classic issue when using the wrong wall tile. Wherever one wall joins the other, the game expects minimally suitable wall tiles. Everywhere else you can use wrong wall tiles, but not where walls join each other. Since this is an old posting, the author probably already found out the coorect wall tile to be used in these cases, but it's still worth mentioning that this is an editor classic :crazy:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Forral on Fri, 18 Dec 2009 08:58:45 GMT View Forum Message <> Reply to Message That little hickup has indeed been resolved. I've actually managed to make some pretty cool alterations to some of the maps now. Most notably a double-bridge checkpoint and outpost to the direct south of Drassen, complete with all the fluff imaginable; such patroling guards, night lights, alarms, sentries and the whole shebang.

The initial idea had simply been to make an overgrown and ill-treated road leading through the swamps towards the nearby sam-site, to aid in moving equipment and troops to- and from the site, before Alma can be captured. That SAM-site is pretty important to hold in the early game. It's tricky to get the millitia to hold it properly. You probably don't have a strong enough economy to permit a to permanently bunker up at the sam-site for protection either, so it often turns into a ping-pong situation of capturing and re-capturing the site. I wanted to make the process of holding that site less annoying.

Being easily distracted, the whole plan grew into something quite cool, and being just another noob to modding JA2 I was mightily proud of my minor accomplishment. I simply didn't want to clog up Smeagol's thread with talk of my own project though. :nono:

Something I noticed while modding maps though, is that I can't seem to turn off my tactical sense. While one part of me works at making the map look as realistic and good looking as possible, my tactical senses keep scanning the map for the placement of foes, light, and suitable cover, determining the best approach for assaulting and defending the map. In response, I set up to counter measures to that approach, and my tactical sense in return device another new approach, which I in turn must counter. Not only does it mean that making a map takes absolutely forever, it also means that even something intended to be a location of minor strategic importance soon turn into practically a fortress.

Still, I'm making slow but steady progress, focusing almost solely on the road maps, attempting to ensure that they are less tactically bland (visually, they're great already).

There's no need to change anything about the town maps in Smeagol's mod as they're great already, and the wilderness maps in the middle of nowhere there's no fighting going on in anyways. Road maps though get a lot of traffic from enemy squads and battles often kick off between my troops and enemy patrols when I need to clear the road for my vehicles. Because of the ammount of action roads get in my game, I thought it appropiate to enhance these maps.

Page 59 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by K0ukku on Sat, 26 Dec 2009 12:43:17 GMT View Forum Message <> Reply to Message This mod rocks! edit:

Okay cool, I found them on the first page, another question:

Where can I find some Oil? I played one version of JA2 1.13 with full WF, HAM3.6 Sandro's mod 1.0 & AIM46 and I found one barrel of oil in Omerta (there was a jeep also, which mod is this??), but now I have not found any oil (JA1.13, HAM3.5, WF Maps only, Sandro's1.0 and AIM46), visited Chitzena, Drassen and ofc Omerta.

-Koukku

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 26 Dec 2009 12:46:52 GMT View Forum Message <> Reply to Message I think all merges should be on the first page.

I might have missed listing some of the later merges, but those are probably only obvious weapon conversion merges.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Randok on Sat, 26 Dec 2009 12:46:52 GMT View Forum Message <> Reply to Message Merge List for the Item Mod http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=240587&page=0& fpart=1

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 26 Dec 2009 15:52:21 GMT View Forum Message <> Reply to Message K0ukkuThis mod rocks! edit:

Okay cool, I found them on the first page, another question:

Page 60 of 161 ---- Generated from The Bears Pit Where can I find some Oil? I played one version of JA2 1.13 with full WF, HAM3.6 Sandro's mod 1.0 & AIM46 and I found one barrel of oil in Omerta (there was a jeep also, which mod is this??), but now I have not found any oil (JA1.13, HAM3.5, WF Maps only, Sandro's1.0 and AIM46), visited Chitzena, Drassen and ofc Omerta.

-Koukku

Oil can be bought from Jake in Estoni, Keith in Cambria and probably Sam in Balime (not sure about Sam, though... has been a while since I last played...).

The Jeep has been included in the WF mod for quite some time... not exactly new.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jens on Sun, 03 Jan 2010 15:45:48 GMT View Forum Message <> Reply to Message @Smeagol can you plz tell me what happened to the ACR? Have you removed it completely or can it still be found [as I did once in Meduna/Garden|sector O3 I think]? I love it since I've seen movie Replicas of it in Peter Jacksons "District 9"

Hooray for adding the AEK-973s, by the way. It's my favourite for Ira now

@all does someone know why I still get the message [HAM SETTINGS]...SHOW POSSIBLE ATTACHEMENTS..neither TRUE nor FALSE...; though I've set it FALSE?

Thanks

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Anonymous on Sun, 03 Jan 2010 17:44:06 GMT View Forum Message <> Reply to Message Is it changed with notepad as well?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 03 Jan 2010 23:01:05 GMT

Page 61 of 161 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Needles@Smeagol can you plz tell me what happened to the Steyr ACR? Have you removed it completely or can it still be found [as I did once in Meduna/Garden|sector O3 I think]? I love it since I've seen movie Replicas of it in Peter Jacksons "District 9"

Hooray for adding the AEK-973s, by the way. It's my favourite for Ira now

@all does someone know why I still get the message [HAM SETTINGS]...SHOW POSSIBLE ATTACHEMENTS..neither TRUE nor FALSE...; though I've set it FALSE?

Thanks

Steyr ACR is still in, but is a sci-fi item. and i think it can only be bought from tony (not entirely sure though...). had to remove it and the ammo from BR, as I was too lazy to include an ammo box item for the 5.56 spc ammo.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jens on Mon, 04 Jan 2010 14:48:31 GMT View Forum Message <> Reply to Message glad to hear that; so I'll go for Tony once more (haven't seen it there).

@craigmsandy yes it is. seems that I'll have to learn to ignore it

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by deacon667a on Fri, 15 Jan 2010 13:28:40 GMT View Forum Message <> Reply to Message Good idea about woodland camo(bonus frome vest versus bonus from armor, it's logical, that bonus from vest kills bonus from armor), but it works only with woodland camo. when i use recon vest and swat armor, its bonus is added to the existing camo bonus from swat armor set, or if i use swat sniper vest with armor, it's again added(ok, this can be compatible together ). so is something, that i am missing?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4

Page 62 of 161 ---- Generated from The Bears Pit Posted by the scorpion on Mon, 18 Jan 2010 11:48:50 GMT View Forum Message <> Reply to Message version 46 is the latest?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 18 Jan 2010 14:40:04 GMT View Forum Message <> Reply to Message Yes.

Have been pretty busy lately with real life issues and also needed a longer break from JA2, as I reached a motivation low after adding the ammo box items and renaming tons of items (which was quite a lot of work...).

I might be able to restart work on the item mod in the future, but at the moment I can't promise anything (more or less near, can't tell for sure... as stated above, real life issues become more and more serious towards the end of my university studies... final exams are quite exhausting and time consuming...).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by the scorpion on Mon, 18 Jan 2010 16:04:46 GMT View Forum Message <> Reply to Message i feel your pain. There's one exam i need to pass for the degree. That was a few days ago, now the long waiting for the results starts (and writing a few other exams along the way) but i gained some new motivation from the fact that this exam is now behind me. Either way, would you oppose to an addition of your item and tiles mod that enables burning gras? Wildfire would be totally suitable for tests of such a mod, not only because of its name, but also because of the liberal use of high grass in the maps. such a mod could easily be intergrated into your xml's and tiles and be compatible with HAMSTOMP and whatnot But i though i'd ask for permission first before building this onto/ into Alpha item mod. (there's a thread in the wildfire part of the BP forum for additional information)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Mauser on Mon, 18 Jan 2010 21:10:36 GMT View Forum Message <> Reply to Message smeagolYes.

Page 63 of 161 ---- Generated from The Bears Pit Have been pretty busy lately with real life issues and also needed a longer break from JA2, as I reached a motivation low after adding the ammo box items and renaming tons of items (which was quite a lot of work...).

I might be able to restart work on the item mod in the future, but at the moment I can't promise anything (more or less near, can't tell for sure... as stated above, real life issues become more and more serious towards the end of my university studies... final exams are quite exhausting and time consuming...).

no problem smeagol, your AIM is perfectly playable as it is now, i personally still use the v.38 version i think and i

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Wed, 20 Jan 2010 12:33:28 GMT View Forum Message <> Reply to Message Hi smeagol, Not sure if this is the right thread, wanted to give you a heads up on a possible map bug, in Meduna O4 (city sector with four tanks), all the items are grayed out in the sector inventory, this is the case for enemy drops and no ownership items on the map. For example in the bar top left there is a M14 EBR in the rightmost locker, after opening the container I see the item (and could probably pick it up manually), but in the sector inventory it comes up as grayed out.

Also in AIM 42 or so there is no enemy drop of backpacks, I see them at BR though. Have you added backpacks to enemy drops in your latest version? If not, what's the reason? (It is kind of neat to play a game without backpacks I have to say.)

Thanks as always, you did a great job!!

Edit 1 on 1/27: In V42b the HEZI SM-1 (id 1074) allows for a trigger group but the item has no ubBurstPenalty defined, not sure if this is already fixed in 46.

Edit 2 on 1/27: In V46 the following items have the usItemClass set to 2 but these are not guns: M72A4 LAW (id 51), RPG-26 Aglen (id 916), RPG-27 Tavolga (id 917), RPO-M Shmel (id 918).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by LordHaHa on Wed, 27 Jan 2010 07:34:44 GMT View Forum Message <> Reply to Message Quick question about the mod. I'm running v46 with the latest WF combo pack, and I'm trying to combine scopes, but am running into some issues. For example, I give a Battle Scope x7 and a standard Reflex Sight to Static (who has MEC 100, LV 5-6, slightly improved DEX, AGI, etc.) to combine so that I can slap it on Scope's .50 Beowulf rifle.

Page 64 of 161 ---- Generated from The Bears Pit Anyway, I add glue to the scope to make it "modified", and then move the Reflex over to combine it. Failure. Do this again, and it fails again. Repeated until both scope and Reflex are 1%. Give it to Nails (now a competent MEC himself) on a reloaded save, same thing happens. Both mercs give up on the operation.

Are combining these things together normally that hard, or is there some other issue involved?

Aside from that, I've had quite a lot of fun with the mod so far, and I haven't even be doing much easter egg hunting yet. About the only two things that I would like to see in the mod that isn't already there would be a wider range of placed explosives (PETN, Simtex, etc.), and the Lee Enfield in .303 British (with some of that deadly Mark VII ammo). That said, I still haven't even played around with the Flamethrower or the Crossbow yet, so I still have quite a lot to get through!

LordHaHa

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Wed, 27 Jan 2010 08:29:25 GMT View Forum Message <> Reply to Message If I remember correctly, the merges for aimingmodules require Electronics trait.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Anonymous on Wed, 27 Jan 2010 15:35:32 GMT View Forum Message <> Reply to Message DepressivesBrotIf I remember correctly, the merges for aimingmodules require Electronics trait. They most definitely do. They also require a high degree of mechanical skill.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Wed, 27 Jan 2010 15:55:18 GMT View Forum Message <> Reply to Message @LordHaHa: You can find the merge requirements here. While this is V42b (soon to be upgraded), the scope merge is still the same (not everything changed), this is an ELECTRONIC_MERGE (you'll need the electronics skill), for example try Barry, he will do just fine.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by LordHaHa on Wed, 27 Jan 2010 19:37:35 GMT View Forum Message <> Reply to Message

Page 65 of 161 ---- Generated from The Bears Pit Had the merge requirements, but I wasn't aware of the Electronics requirement. I'll give it a shot. Thanks for the info!

LordHaHa

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 28 Jan 2010 14:17:59 GMT View Forum Message <> Reply to Message Dieter Edit 1 on 1/27: In V42b the HEZI SM-1 (id 1074) allows for a trigger group but the item has no ubBurstPenalty defined, not sure if this is already fixed in 46.

Edit 2 on 1/27: In V46 the following items have the usItemClass set to 2 but these are not guns: M72A4 LAW (id 51), RPG-26 Aglen (id 916), RPG-27 Tavolga (id 917), RPO-M Shmel (id 918).

Fixed this.

The Hezi now has a burst penalty of 8.

The LBE item choices for enemies are limited to 50, I felt that backpacks were an easy choice to leave out, in order to make room for more useful stuff.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Hodor on Thu, 28 Jan 2010 23:19:41 GMT View Forum Message <> Reply to Message I'm planning to use AIM without Wildfire (I just can't bring myself to like any of the new WF mercs), although I'm still tinkering around with the weapon damages because some of them struck me as odd - like 8-inch-barrelled subcompact doing the same damage as a full-length or bullpup assault rifle with a 20 inch barrel, or a .45 cal UMP doing no more damage than the 9mm version.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Fri, 29 Jan 2010 03:07:11 GMT View Forum Message <> Reply to Message @smeagol: Yah, I did a complete game (meaning freed all cities shot the queen at the end) without any backpacks, it is not a big deal and makes for an interesting new game experience.

While I can understand enemy item choices, I was surprised that backpacks are not on the maps either. This is why I checked the XML and BR, just to see if there was a bug.

Page 66 of 161 ---- Generated from The Bears Pit By the way, the following:

Quote:Edit 2 on 1/27: In V46 the following items have the usItemClass set to 2 but these are not guns: M72A4 LAW (id 51), RPG-26 Aglen (id 916), RPG-27 Tavolga (id 917), RPO-M Shmel (id 918).

Must be part of vanilla already, I found the same in Demise of Man yesterday, so this is not your doing.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Starwalker on Fri, 29 Jan 2010 07:40:55 GMT View Forum Message <> Reply to Message Exactly, the LAW was itemclass=2 in vanilla JA2 already, so the other one-shot rocket launchers in 1.13 were set to itemclass=2, too.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 29 Jan 2010 10:08:05 GMT View Forum Message <> Reply to Message HodorI'm planning to use AIM without Wildfire (I just can't bring myself to like any of the new WF mercs), although I'm still tinkering around with the weapon damages because some of them struck me as odd - like 8-inch-barrelled subcompact carbines doing the same damage as a full-length or bullpup assault rifle with a 20 inch barrel, or a .45 cal UMP doing no more damage than the 9mm version.

Don't forget, that different calibres have different stats. It's a bit missleading to only compare damage. .45 has different calibre values than 9mm (better penetration values and higher damage)

I have left those single-shot launchers as class "launcher" items for the moment... guess it really makes no difference (just quite strange, that the LAW functions as a single-shot launcher, even when set to "gun").

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by johno on Mon, 01 Feb 2010 05:38:31 GMT View Forum Message <> Reply to Message found a bug, when you add a camo uniform to the dragonskin armour when it has a undershirt attachment on it crashes. (the undershirt attachment wont work with the camo dragonskin) also just bought a osv-96 with a ballistics computer (+ heavy bipod), it has a 70 ap to shoot. every

Page 67 of 161 ---- Generated from The Bears Pit 2nd turn i have enough ap's to scope in 3 times at most. while those 3 times are alot more accurate than other sniper rifles, however investing the same amount of ap it takes one would be much more accurate with any smaller . is it supposed to be this much? ill be trading in my osv to a m21ebr when i get the chance. i play with dynamic aim costs.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 01 Feb 2010 14:12:40 GMT View Forum Message <> Reply to Message The balistic computer also adds a significant sight range bonus. The main purpose for those heavy anti-material rifles is to shoot guys 60 or more tiles away in day light battles.

My team always carries one of those for back up fire. Just use a trained sniper that stays behind to pick out enemies one by one. Takes some time, but works just fine.

The M21EBR doesn't have the punch of the .50 BMG (or 12.7 respectively...), most of the time requiring two hits.

The OSV-96 (and all other heavy guns) work the way intended... don't know, if dynamic aiming changes this, haven't tried that one out...

As for the dragonskin merge: yeah I know, sucks, happens with different kind of guns when trying to change the barrel//grip with already attached stuff. Best solution is to always remove stuff from an item when trying to merge something. Best advice I can give there...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by johno on Wed, 03 Feb 2010 06:50:35 GMT View Forum Message <> Reply to Message with the osv-96, i couldnt hit anything with my expert sniper (stomp mod) high mark. using 80+ ap it was only about 50% chance to hit the torso around 30tiles. Changed to the AWM with ballistic computer and the difference is crazy. I can spend 80+ ap to aim and i've had 99% hit chance head shots 70+ tiles away.

This should explain it better

Same merc

AWM = 1st level aiming cost = 35 2nd level aiming cost = 47 3rd level aiming cost = 52 4th level aiming cost = 58 5th level aiming cost = 65

Page 68 of 161 ---- Generated from The Bears Pit 6th level aiming cost = 73 7th level aiming cost = 82

OSV = 1st level aiming cost = 50 2nd level aiming cost = 74 3rd level aiming cost = 79

Huge difference in accuracy but the osv is a great lock opener. First time i used it i missed the guy i was aiming at and hit a door and blew the lock off, second shot i took i missed the guy and hit another door and blew the lock off and then forth or fifth or some other one shot i took i missed the guy and hit another door and blew the lock off

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Thu, 04 Feb 2010 09:59:17 GMT View Forum Message <> Reply to Message Hi johno, in HAM FIRST_AIM_READY_COST_DIVISOR controls how much of the weapon ready cost has to be paid for the first aim click. Looks like the osv-96 has a high ready cost, making the AP jump from 50 to 74 on the first aim click. Some weapons e.g. the Gepard become more usable with FIRST_AIM_READY_COST_DIVISOR=0.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by LordHaHa on Sat, 06 Feb 2010 01:42:00 GMT View Forum Message <> Reply to Message Been playing around with the mod for a few days, and found some interesting bugs. First, the "Copper Wire + Gameboy" merge does not result in a Lameboy Display. In addition, I couldn't repair the C-20 Treated Stealth Ops Kevlar Vest with C-20 cans. I was able to add the merges via the XML Editor, but they weren't there by default.

LordHaHa

UPDATE: Odd, I looked in the "combo merge" tables and saw the Copper Wire/Gameboy combo. However in-game I was not able to combine these two items. In fact the only time I was able to merge them was by adding the combination in the main merge table.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Sat, 06 Feb 2010 05:43:15 GMT View Forum Message <> Reply to Message The attachments XML needs to allow the item to be attached first before the merge rules can take effect.

Page 69 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by LordHaHa on Sun, 07 Feb 2010 07:57:54 GMT View Forum Message <> Reply to Message DieterThe attachments XML needs to allow the item to be attached first before the merge rules can take effect.

I didn't check to see if the Copper Wire was a valid attachment for the Gameboy. I'll give it a look-see later (my traditional merge is doing the trick for now, anyway).

LordHaHa

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by goc_man on Tue, 09 Feb 2010 08:36:25 GMT View Forum Message <> Reply to Message Hey Smeagol, are your Mapupdates compatible with the Maps Only version of the mod?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 09 Feb 2010 08:46:07 GMT View Forum Message <> Reply to Message Hmmm.... probably not, as I may have added several items that require the item mod.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by goc_man on Tue, 09 Feb 2010 12:43:04 GMT View Forum Message <> Reply to Message If I use the item mod as well, it should work fine right?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 09 Feb 2010 14:27:02 GMT View Forum Message <> Reply to Message yeah

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by NYC on Wed, 17 Feb 2010 19:38:38 GMT View Forum Message <> Reply to Message Hi Smeagol,

Page 70 of 161 ---- Generated from The Bears Pit I was wondering if you are interested to make more updates to the items mod. In particular what do you think about getting rid of armor upgrade kits (recon and field ops kits only) and replacing them with armor-camo shirt and leggings-camo pants combos. (akin to dragonskin-camo shirt). Specifically make every armor vest that doesn't have sleeves (Kevlar, guardian, flack jacket, Spectra etc) be able to combine with a camo shirt.

IMHO this would add realism to the mod as a solders tend to wear armor vests over shirts. (and make camo shirts more useful throughout the game)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 02 Mar 2010 12:30:42 GMT View Forum Message <> Reply to Message NYCHi Smeagol,

I was wondering if you are interested to make more updates to the items mod. In particular what do you think about getting rid of armor upgrade kits (recon and field ops kits only) and replacing them with armor-camo shirt and leggings-camo pants combos. (akin to dragonskin-camo shirt). Specifically make every armor vest that doesn't have sleeves (Kevlar, guardian, flack jacket, Spectra etc) be able to combine with a camo shirt.

IMHO this would add realism to the mod as a solders tend to wear armor vests over shirts. (and make camo shirts more useful throughout the game)

Item updates are stopped at the moment. When I go back to xml editing, I'll consider your idea.

Next project, however, is making big maps for WF

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Headrock on Wed, 03 Mar 2010 04:49:24 GMT View Forum Message <> Reply to Message smeagol, from "Part 3"Okay, another try to fix this annoying problem. The error occurs in the farm sectors around San Mona and causes the game to crash when you try to enter the sector for the second time (first entry in those sectors seems to work just fine, only second visits cause problems as far as I can tell).

I may have just fixed this issue. If I'm right, this was introduced by ManyMercs, a very tiny error which only occurs in certain conditions - like the "lots of civilians" in those specific WF maps.

Fix sent to RoWa, let's hope it does the job and doesn't cause any other errors.

Page 71 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 03 Mar 2010 11:26:11 GMT View Forum Message <> Reply to Message Second biggest news of the year for me.

Great work.

Edit:

Workaround for the map crashes (in those sectors around San Mona) until the changes get implemented:

Increase number of Civs in a map in the JA2 Options.ini to 33. This will require a new game, but it works fine as far as I can tell ffrom a first test.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 09 Mar 2010 20:55:39 GMT View Forum Message <> Reply to Message Currently working on my first big map (Drassen mine). I think a first test version will be available when the weekend comes around. This is hell of a lot of work!

The map is rather small, only 360x360... but this is still HUGE compared to regular maps...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Biernath_J on Wed, 10 Mar 2010 14:15:41 GMT View Forum Message <> Reply to Message I noticed that AIM mod does not have shotgun chokes (none found in items.xml anyway). And that's the single reason I can't bring myself to playing AIM mod, I just want to use those shotguns so much...

Will you please consider adding them in a near future?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 10 Mar 2010 14:19:12 GMT View Forum Message <> Reply to Message Yeah, I'll add the chokes some time in the future (currently working on those big maps, though...) But I'll probably have to figure out how they work first...

Page 72 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Biernath_J on Wed, 10 Mar 2010 16:51:34 GMT View Forum Message <> Reply to Message Chokes are present in normal SVN versions of 1.13, and work fine, I guess it's only the matter of adding some xml entries and putting in new graphics. Balancing them is another thing. Anyway, I'll wait patiently for AIM chokes.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 12 Mar 2010 03:28:29 GMT View Forum Message <> Reply to Message Almost done with Drassen mine big map... might be able to upload a test version tomorrow or by saturday...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Mauser on Fri, 12 Mar 2010 03:38:13 GMT View Forum Message <> Reply to Message smeagolAlmost done with Drassen mine big map... might be able to upload a test version tomorrow or by saturday... great, is this the only big map from you so far? and with which dimensions are you working right now? how

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lei75jkt on Fri, 12 Mar 2010 04:39:44 GMT View Forum Message <> Reply to Message can't wait for the big map

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Fri, 12 Mar 2010 05:00:49 GMT View Forum Message <> Reply to Message Smeagol is almost done with the Drassen mine big map, it takes a long time as there is a lot more detail which needs to be added. I was able to get a sneak peek, it will be really great!

Page 73 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 12 Mar 2010 20:28:02 GMT View Forum Message <> Reply to Message Just uploaded the first playable version of the d13 map to my skydrive.

You will need the latest version of the Alpha Item Mod to run the map, as well as the big maps exe.

Test it (preferably also during the Drassen Counter Attack).

Tell me, what you think.

Things to notice: The actual underground map can't be used atm, as there is no entry point defined yet... (but those underground mine maps probably aren't used anyways on a regular basis... what ever...)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Maalstroom on Fri, 12 Mar 2010 21:36:06 GMT View Forum Message <> Reply to Message nice! too bad we can't see the entire map.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by CheKa on Sat, 13 Mar 2010 13:21:04 GMT View Forum Message <> Reply to Message 2 smeagol

Hello!

About Big Map Project We can unite efforts to making big maps for WF. Or you can receive alternative maps. Anyway it will be good.) I think, we should agree about sizes. Because different maps can break game balance. Seems to me, distances should be either equally small, or equally big. You want identical maps or all of them will be different sizes? How about 360 X 360, like in your sector d13?

I have made 2 test sectors for WF A11=320 and C16=640 (huge). http://www.ja2.su/mods/Ja2v113/Farah_Aydid/c16.rar http://www.ja2.su/mods/Ja2v113/Farah_Aydid/a11.rar

Page 74 of 161 ---- Generated from The Bears Pit Tell me about your sizes and i can start working.)

And one more question: Are you going to use new alternative objects in your maps? or only old style of WF?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 13 Mar 2010 15:01:57 GMT View Forum Message <> Reply to Message The maps will basically use the old-style WF tilesets.

Do you know about NPC scripting?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by CheKa on Sat, 13 Mar 2010 15:21:39 GMT View Forum Message <> Reply to Message smeagol Do you know about NPC scripting?

Unfortunately, I know scripts only within the limits of possibilities of the editor. Not the programmer. Only some simple actions, like defence, patrol, sleep... If I have correctly understood about what speech.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 13 Mar 2010 15:31:50 GMT View Forum Message <> Reply to Message No, it's about NPC scripts.

I need to find out, which grids Skyrider needs to complete the Heli quest and which grids the Kulbas need to complete the tourist quest.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by CheKa on Sat, 13 Mar 2010 15:50:46 GMT View Forum Message <> Reply to Message Ok. i dont know. I did not touch town sectors for this reason yet. I will know later when I will ask our programmers about that problem, how much it is difficult. Hmmm... i will try to learn.

Page 75 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 13 Mar 2010 16:02:41 GMT View Forum Message <> Reply to Message Okay, found out with the help of campers, that the gridno for skyrider and the tourist quest are hardcoded.

Therefore Drassen Airport won't be available in big maps, until this gets externalized. :/

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by usrbid on Sat, 13 Mar 2010 18:33:49 GMT View Forum Message <> Reply to Message Externalized you said? Hm, I wonder who is good at externalizing things? Hm, thinking about it make my head rock... Hint, hint...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Anonymous on Sat, 13 Mar 2010 18:43:17 GMT View Forum Message <> Reply to Message Externalizing binary.....

Have fun with that!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Mauser on Sun, 14 Mar 2010 07:42:12 GMT View Forum Message <> Reply to Message hey smeagol, i

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Headrock on Sun, 14 Mar 2010 08:48:36 GMT View Forum Message <> Reply to Message Quote:oh, and could you perhaps upload the bigger maps exe you

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Mauser on Sun, 14 Mar 2010 09:02:47 GMT View Forum Message <> Reply to Message HeadrockQuote:oh, and could you perhaps upload the bigger maps exe you

Page 76 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Headrock on Sun, 14 Mar 2010 09:21:08 GMT View Forum Message <> Reply to Message Quote:huh? doeas that mean that the current most recent 1.13 (non SVN) SCI release already has the bigger maps functionality in it?

Dude, read the release notes, willya? It already had big map functionality even before the big maps editor was released.

Quote:do i get this right that right now you

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Mauser on Sun, 14 Mar 2010 09:25:25 GMT View Forum Message <> Reply to Message HeadrockQuote:huh? doeas that mean that the current most recent 1.13 (non SVN) SCI release already has the bigger maps functionality in it?

Dude, read the release notes, willya? It already had big map functionality even before the big maps editor was released.

Quote:do i get this right that right now you

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Headrock on Sun, 14 Mar 2010 09:37:40 GMT View Forum Message <> Reply to Message Quote:strange, because i tried to test smeagol

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Kaerar on Sun, 14 Mar 2010 09:48:38 GMT View Forum Message <> Reply to Message SCI has no support for big maps. I am not updating it until the SVN testers have dealt with some of the bugs.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Mauser on Sun, 14 Mar 2010 09:52:41 GMT View Forum Message <> Reply to Message HeadrockQuote:strange, because i tried to test smeagol

Page 77 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Maalstroom on Sun, 14 Mar 2010 10:14:00 GMT View Forum Message <> Reply to Message dude! the latest ja2 113 contains ham 3.6 and big maps but no stomp! the rest is just fine! you can play ja2 wf+aim+ham + BIG MAPS. i had no crush so far. just one thing is missing you cann't see the entire map when yout right click on the minimap.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Headrock on Sun, 14 Mar 2010 10:17:34 GMT View Forum Message <> Reply to Message Quote:so which 1.13 (or HAM) exe is then needed for bigger maps to work anyways?

The current. The big maps don't work actually though, as explained.

Quote:that pathing issue is related to vanilla 1.13 pathing, not HAM or anything, right?

Yes, apparently the JA2 pathing is not fully capable of handling bigger maps yet. Something was missed, and is causing a randomal crash.

Quote:I WANT MY BIGGER MAPS WITH WF6.06AIM AND HAMSTOMP!

That would require Sandro to magically reappear and update STOMP to match the current 1.13.

Quote:i had no crush so far.

Are you using Smeagol's new big maps? Or just the normal WF+AIM maps?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Maalstroom on Sun, 14 Mar 2010 10:55:32 GMT View Forum Message <> Reply to Message i'm using smeagol's new big map, but i'm using a team of 2 mercs.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by wanne (aka RoWa21) on Sun, 14 Mar 2010 11:51:05 GMT View Forum Message <> Reply to Message Maalstroomdude! the latest ja2 113 contains ham 3.6 and big maps but no stomp! the rest is just fine! you can play ja2 wf+aim+ham + BIG MAPS. i had no crush so far. just one thing is missing you cann't see the entire map when yout right click on the minimap.

You can scroll around on the overview map with the arrow keys. Use shift + arrow keys for fast

Page 78 of 161 ---- Generated from The Bears Pit scrolling.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Maalstroom on Sun, 14 Mar 2010 13:03:08 GMT View Forum Message <> Reply to Message thank you! but can we have a bigger overview map?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 14 Mar 2010 14:18:12 GMT View Forum Message <> Reply to Message Mauser ... and other data like map dimensions.

Unless stated otherwise, the standard map size for the big maps will be 360x360.

Mauser one more tip: please see to it, that you

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Mauser on Sun, 14 Mar 2010 15:22:19 GMT View Forum Message <> Reply to Message smeagolMauser ... and other data like map dimensions.

Unless stated otherwise, the standard map size for the big maps will be 360x360.

right, sounds sensible.

Quote:The mine is on the outskirts of Drassen with some distance to the town. yeah but i rather mean what this strange "road 8" is supposed to mean? the road in the middle makes absolutely no sense, alas this is supposed to be some kind of parking lot.

Quote:Yeah, I'll consider that. I had rubble and rocks in the mining area, but certain chat dwellers didn't like it... well first of all, it would make sense in a realism way. also such a debris field with larger rubble heaps/hills would provide a nice cover for advancement on the mine. it

Page 79 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Anonymous on Sun, 14 Mar 2010 19:06:29 GMT View Forum Message <> Reply to Message Why don't you do you own?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Maalstroom on Sun, 14 Mar 2010 19:21:51 GMT View Forum Message <> Reply to Message i have a little problem i've updated from svn and now may ja2. exe can't find it's ja2_option .ini where should this file be located? solved!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Sun, 14 Mar 2010 19:54:40 GMT View Forum Message <> Reply to Message Headrock changed the structure of the ini-file to have settings grouped in a logical way. You'll have to get a new ini through SVN which has this structure and do all your changes to this new file, then place it where you had the old one.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 14 Mar 2010 21:36:52 GMT View Forum Message <> Reply to Message Due to all the bugs in the big maps, the project is currently stopped.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Mauser on Mon, 15 Mar 2010 02:08:42 GMT View Forum Message <> Reply to Message smeagolDue to all the bugs in the big maps, the project is currently stopped. well, that

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Charlie_May on Mon, 15 Mar 2010 13:40:24 GMT View Forum Message <> Reply to Message Little problem. When I right-click on a MP5A4 (Thor's or Grunty's at the very beginning of the

Page 80 of 161 ---- Generated from The Bears Pit game), I get a runtime error.

File : vobject.cpp Line : 816 Function : BltVideoObjectToBuffer - Video object index is larger than the number of subimages

There is no problem with the other mercs' starting guns. I am using AIM v46, with Hamstomp.

Thanks.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 15 Mar 2010 13:49:44 GMT View Forum Message <> Reply to Message SVN setup?

This is a problem with some redundant files, causing trouble with the EDB (Enhanced Description box).

Can't remember, excatly which files these are...

Until someone who knows it replies, try turning off the EDB when viewing those guns (I think other guns are affected as well, like the UMP).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Charlie_May on Mon, 15 Mar 2010 14:09:22 GMT View Forum Message <> Reply to Message I don't remember my SVN setup. I think 1.13.3287. Just installed Hamstomp upon my old files. Any way I can verify it somewhere? But no worries, it works fine when I turn off the EDB! I'll just turn it off with the guns that cause crashes. Thanks.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 22 Jun 2010 12:09:12 GMT View Forum Message <> Reply to Message I resumed work on the Item mod and so far added a few ne witems (some new LBE stuff and ammo belts in .30-06 for the browning M1919 A6, to make it actually usefull... the bigger .30-06 has slightly different ammo characteristics compared to the 7.62x51)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4

Page 81 of 161 ---- Generated from The Bears Pit Posted by Anonymous on Tue, 22 Jun 2010 18:46:00 GMT View Forum Message <> Reply to Message smeagolI resumed work on the Item mod and so far added a few ne witems (some new LBE stuff and ammo belts in .30-06 for the browning M1919 A6, to make it actually usefull... the bigger .30-06 has slightly different ammo characteristics compared to the 7.62x51) Good news.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 23 Jun 2010 10:59:23 GMT View Forum Message <> Reply to Message That awesome Smeagol.

Wanted to ask about if you intended to be able to use the old aimpoint laser and the SDA or SDNV modules on the HK21 rifle together. I think with that combination and a rod&spring it makes an uber mg that overshadows all others.

Also, are you going to be changing any gun sounds at all? It would be cool to have a proper shotgun reload sound.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 23 Jun 2010 14:45:58 GMT View Forum Message <> Reply to Message Added the Armalon Pistol Carbine(thought it would be a neat idea to get a carbine in there for a more unusual calibre... the winchester already uses .44, so I made the Armalon use .50AE).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 23 Jun 2010 14:54:11 GMT View Forum Message <> Reply to Message Also, a few machineguns have a bipod modifier and you're allowed to put your own bipod to add on the the bonus. RPK and HK21 are examples.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 23 Jun 2010 15:07:53 GMT View Forum Message <> Reply to Message That's intended. The Heavy MG's give a penalty when not prone. The integrated bonus counteracts only this penalty (you'll also find this on heavy sniper rifles).

Page 82 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 23 Jun 2010 15:19:24 GMT View Forum Message <> Reply to Message Will we be seeing more armors and weapons in general? I recently installed IoV and the number items is mind boggling butyour mod had more substance and stability over quantity. That said, I still think they have a couple of items I wouldn't mind seeing in my preferred item mod.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 23 Jun 2010 16:10:58 GMT View Forum Message <> Reply to Message In my opinion most items need a good reason to be added. I don't think it's necessary to add more AK-47 clones for example, unless they offer something really new.

My intention for the item mod never was to achieve the level of gun porn that dbb offers. My focus still lies on creating a more or less balanced item mod for the WF mod (the balance especially guns still isn't perfect, of course), that also has some new inventions in it (like the ammo donkeys, combo attachments and the like...). The attachment system will have to be changed quite radically, once NAS gets implemented.

If an item fills a certain niche (like the .50AE pistol carbine I just added for example), or adds something new I'm certainly willing to add it. Also items that are just too cool to pass (like the SEAL Recon rifle) have a good chance to get added.

With that in mind, what exactly are you missing, that should be added?

JinxedAlso, are you going to be changing any gun sounds at all? It would be cool to have a proper shotgun reload sound.

Don't intend to do this, simply because of the lack of sound files (also this is quite some work without much gain...).

Edit: Also now would be a good time to report all bugs//missing merges//flaws//wrong attachments etc. you have encountered so far. I already fixed some minor stuff (like certain magazines still showing up in Bobby Rays inventory, althought ammo boxes for that type exist already... just forgot to set the BR inventory of those mags to 0...).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Wed, 23 Jun 2010 16:57:53 GMT View Forum Message <> Reply to Message

Page 83 of 161 ---- Generated from The Bears Pit how comes the enemy caries around abakans with clued-on attachments that can't be attached (no III aiming-module)?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 23 Jun 2010 17:05:10 GMT View Forum Message <> Reply to Message Currently adding the Desert Arms SRS in 7.62x51 (as .300WM and .338 Lapua already have bullpup sniper rifle, but 7.62x51 hasn't, this seemed like a logical fit).

logihow comes the enemy caries around abakans with clued-on attachments that can't be attached (no III aiming-module)?

Uhm.... huh?

The aiming-module-III shows up in the allowed attachment list for the AN-94. The mod. versions of the attachments are glued onto the weapons, because this balances out the availability of attachments when playing without drop all. If you want to use the attachment, you also have to use the gun it's glued on. This might need an overhaul, though.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Wed, 23 Jun 2010 17:20:33 GMT View Forum Message <> Reply to Message Is it intentional for the to be able to attach 7x battlescopes? It makes for an extremely capable rifle with lots of ammo supply (unlike the SVD/Scout) you start with, but feels kinda 'wrong'.

Btw, I'm looking forward to wasting said supplies with an M1919A6

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 23 Jun 2010 17:24:04 GMT View Forum Message <> Reply to Message Yeah, might change the battlescope for Garands (really feels awkward).

Haven't tried the .30-06 ammo for the M1919 yet, but it's added and it might make that gun somehow worthwhile, as .30-06 has slighty better penetration and damage compared to 7.62x51 (though RoF is probably still quite bad, compared to more modern LMGs).

Page 84 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 23 Jun 2010 17:25:28 GMT View Forum Message <> Reply to Message Armor

Assault Vest (I think original WF had that) http://www.bulletproofme.com/Photos/Tactical-Body-Armor-Military-Vest.shtml

Tactical Vest http://www.bulletproofme.com/Photos/Tactical_Body_Armor_ProMAX_Tactical_PHOTOS.shtml

Another Tac Vest http://www.bulletproofme.com/Photos/Tactical_Body_Armor_Military_PHOTO.shtml

Typical PASGT vest would be a step up from the flak jacket

Also, something which I always thought about was to allow some LEB to have plate pockets, for weak mercs as only means of body armor. The plates would only cover the chest...

Weapons

Smith & Wesson Model 500 http://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_500

Tar-Hunt RSG-12 http://www.cabelas.com/gun-inventory---wheeling---misc---1789199-tarhunt-whe.shtml

Very interesting gun. A slug shotgun which is actually a rifle.

Panzerfaust 3 http://en.wikipedia.org/wiki/Panzerfaust_3

Kbs wz. 1996 Beryl http://en.wikipedia.org/wiki/Kbs_wz._1996_Beryl possibility of an axe for melee? http://www.knifecenter.com/kc_new/store_detail.html?s=BM172BK http://images.knifecenter.com/knifecenter/condor/images/tomahawk.jpg

Telescopic sights that allow more than x10?

Page 85 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 23 Jun 2010 17:32:17 GMT View Forum Message <> Reply to Message I like the slug rifle. Though it might need a new ammo type as well, as it otherwise would be able to use regular buckshot (which I suppose is not the idea behind a slug rifle...).

Axes won't work due to lack of animation (already find the Katana using knife animation awkward enough...).

Plate Carrier are a nice idea, but I'm pretty sure those wouldn't work, as armor is limited to the three body slots.

Due to the sight range limit in the XMl, 10x scope is already the best that is possible. :/

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Wed, 23 Jun 2010 17:46:19 GMT View Forum Message <> Reply to Message smeagolCurrently adding the Desert Arms SRS in 7.62x51 (as .300WM and .338 Lapua already have bullpup sniper rifle, but 7.62x51 hasn't, this seemed like a logical fit).

logihow comes the enemy caries around abakans with clued-on attachments that can't be attached (no III aiming-module)?

Uhm.... huh?

The aiming-module-III shows up in the allowed attachment list for the AN-94. The mod. versions of the attachments are glued onto the weapons, because this balances out the availability of attachments when playing without drop all. If you want to use the attachment, you also have to use the gun it's glued on. This might need an overhaul, though. you bet'cha - kinda

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Wed, 23 Jun 2010 17:46:58 GMT View Forum Message <> Reply to Message Quote: (though RoF is probably still quite bad, compared to more modern LMGs). I think it should simply show up pretty early, when it has no competitors and you're happy about everything you get.

Proposals:

Page 86 of 161 ---- Generated from The Bears Pit 50rd drums for 7.62x51mm, auto capable rifles in that caliber really suffer from their 20rd mags, and even the Beowulf has a drum mag source & pics

And maybe take over the chokes from standard 1.13? I didn't find any in AIMv46

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 23 Jun 2010 17:53:00 GMT View Forum Message <> Reply to Message 50rd mags look sweet. Maybe Kaerar can be convinced to make the pics.

As for the chokes: yeah, I think I'll add them. I'll have a look at the basic 1.13 XML file and will see what is possible.

Edit: though someone should explain me, which file I need in addition to make the spreadpattern work, etc... (haven't worked with spreadpattern yet).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 23 Jun 2010 18:27:40 GMT View Forum Message <> Reply to Message smeagol Plate Carrier are a nice idea, but I'm pretty sure those wouldn't work, as armor is limited to the three body slots.

How about a vest in different camo variates that weights little and allows plates? I don't think there is anything like that yet.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Wed, 23 Jun 2010 18:43:17 GMT View Forum Message <> Reply to Message Quote:Edit: though someone should explain me, which file I need in addition to make the spreadpattern work, etc... (haven't worked with spreadpattern yet). From a quick examination of the xmls (haven't actually worked with the patterns either) there is a SpreadPattern.xml that defines the patterns (which includes a rather long commentary about them) and a tag on every shotgun and every choke in items.xml which defines the used pattern, that's it. name Seems pretty simple, so it's likely I looked over something

Page 87 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 23 Jun 2010 19:39:59 GMT View Forum Message <> Reply to Message IMO, grenades should pack a bit more hurt. I forgot to mention earlier

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 23 Jun 2010 22:32:51 GMT View Forum Message <> Reply to Message DepressivesBrotQuote:Edit: though someone should explain me, which file I need in addition to make the spreadpattern work, etc... (haven't worked with spreadpattern yet). From a quick examination of the xmls (haven't actually worked with the patterns either) there is a SpreadPattern.xml that defines the patterns (which includes a rather long commentary about them) and a tag on every shotgun and every choke in items.xml which defines the used pattern, that's it. name Seems pretty simple, so it's likely I looked over something

Yeah, that's what I found as well. As the xml editor has no tag for spreadpatterns I had to add them manually. Hope I didn't screw it up. Well... I'll make a test run now with all three chokes and will see if there's a noticeable difference in the spread pattern.

Hmmm.... I can't find too much difference between firing buckshot with a choke and without one. Looks quite the same. :/

In addition, somehow the pockets for the LBE items got messed up. Looks like I have to rework those items as well. Jeez....

Edit:

Just great.... The whole pocket.xml//loadbearing.xml seems to be screwed up. The index numbers are correct, but somehow the prog misreads them. Dunno, I can't find the error. The numbers are correct, but in the game each and every pocket in the LBE items are displayed as different ones. Wow... I'm really pissed off right now. ARGH!

Well... seems I have to start over again from my last backup. :angry:

Edit:

Page 88 of 161 ---- Generated from The Bears Pit Phew... it seems I could restore the pockets from V46.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 24 Jun 2010 09:28:49 GMT View Forum Message <> Reply to Message Jinxed Wanted to ask about if you intended to be able to use the old aimpoint laser and the SDA or SDNV modules on the HK21 rifle together. I think with that combination and a rod&spring it makes an uber mg that overshadows all others.

Fixed this.

Quote:Is it intentional for the M1 Garand to be able to attach 7x battlescopes? It makes for an extremely capable rifle with lots of ammo supply (unlike the SVD/Scout) you start with, but feels kinda 'wrong'.

Also fixed (same for the Springfield M1903, that one won't take the 7x scope any longer, as well).

Also fixed the merges for the x-ray device, this will now actually work again (somehow the merge was messed up).

Next up are adjustments for grenade damage (probably add a couple of points).

Edit: Added suffixes for grenades, so that those are ordered in the sector inventory according to groups: G.I. -> grenade, incendiary G.F. -> grenade, fragmentation G.M. -> grenade, mustard gas G.St.-> grenade, stun G.Sm.-> grenade, smoke G.T. -> grenade, tear gas makes equipping a bit more convenient.

Okay, one more item to add, then I'll uplaod V47.

Page 89 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 24 Jun 2010 11:53:02 GMT View Forum Message <> Reply to Message Just uploaded V47.

Would be good if someone who knows how spreadpatterns work in regular 1.13 could confirm if the spreadpatterns work the same. I honestly can't see too much difference, might be possible that I missed something...

Anyways, have fun.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by datakurs on Thu, 24 Jun 2010 22:32:12 GMT View Forum Message <> Reply to Message Smeagol, you mentioned that you found the crepitus mission crappy but I love that and I also love your mod. Can you make an up-to-date alternate version of the item mod with no flame thrower and properly spitting monsters? (I don't know if I asked it before ) 1 line at the Trigger group should be removed from items.xml.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 25 Jun 2010 11:29:05 GMT View Forum Message <> Reply to Message Probably won't do that, sorry. Though it should be rather easy to replace it manually.

Just copy back the appropriate XML entry from the original 1.13 (think it was Queen Spit or Adult Spit or something like that) and make sure to also copy back the appropriate files from the TILECACHE folder (otherwise your crepitus would breath fire, though this could be cool as well, I guess ^^).

Anyways, just adding the 16th combat pack (pack for 43mm and 40mm cylinder grenades, as this was still missing).

Page 90 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by datakurs on Fri, 25 Jun 2010 14:05:34 GMT View Forum Message <> Reply to Message Thanks, I hope I did it well.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Fri, 25 Jun 2010 17:46:18 GMT View Forum Message <> Reply to Message I wish I could test your update, but I'm in the middle of another campaign at the moment.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 25 Jun 2010 18:13:02 GMT View Forum Message <> Reply to Message If you're playing WF, you can just add the update, Item mod updates don't require a restart of the game. The items will show up in BR's inventory after 1 or 2 days.

Though it could be awkward with some items, thus I recommend if you intend to update, prepare your team first for a big re-equip session, so that you don't find yourself in the middle of a fight with a wrong item (you'll never know).

Also added two Winchester style Puma rifles (one in .357 Magnum, the other in .454 Casull).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Fri, 25 Jun 2010 20:36:46 GMT View Forum Message <> Reply to Message I know but... I started a new game using another item mod entirely lol. I remember writing that I was on my last playthrough using your mod, because it's not updated anymore and I started a new game before you came back haha. I think I must have played at least 6 whole campaigns using your mod and a combination of ham and stomp going back as far as ham 2.x so forgive me but I know it inside out.

While the mod is really stable, well thought out and should be put into SVN http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=252927#Post252 927

I have played it to death and need some new items, just to capture my curiosity.

That doesn't mean that I will decide that alpha item mod is a bunch of crap. So far it's not bad, doesn't fit WF maps very well but it's a price to pay.

Page 91 of 161 ---- Generated from The Bears Pit There is a hidden novelty in having so many weapons and armors, even if they are nearly identical to each other, all of us gun nuts have our favorite ones, more or less known ones or based on our nationality.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 25 Jun 2010 20:46:21 GMT View Forum Message <> Reply to Message Currently adding .22 lr ammo. Guns will follow...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by datakurs on Fri, 25 Jun 2010 21:40:53 GMT View Forum Message <> Reply to Message With some teleport and multikill cheating I managed to meet the crepitus in day 1 for testing the instructions you have written above. They spit nicely but with the sound of the flamethrower. Do you have any suggestion to fix that?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Fri, 25 Jun 2010 21:55:53 GMT View Forum Message <> Reply to Message Replace 'Adult Spit.wav' with the original file. Just search your folders as I don't know where exactly it is.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by datakurs on Sat, 26 Jun 2010 00:17:24 GMT View Forum Message <> Reply to Message DepressivesBrot, thanks. Smeagol, is it intentional that the large holster can not hold a Desert Eagle anymore? Description says it's for larger pistols but the pistol container has been changed to a large pocket in v47.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 26 Jun 2010 01:07:45 GMT View Forum Message <> Reply to Message Ugh... thanks for pointing that out. I'll change that.

Page 92 of 161 ---- Generated from The Bears Pit Edit: Fixed.

Also just finished adding .22 LR ammoboxes, crates, the ammo donkey for it, 10 rnd mags and the Hi-Standard suppressed pistol.

There are 4 different versions of ammunition: regular ball, hollowpoint, match and ratshot.

That's it for today... signing off to get some...... zzzzzzzz.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by datakurs on Sat, 26 Jun 2010 01:24:14 GMT View Forum Message <> Reply to Message Some more feedback: found an Erma MP40, oddly has an effective range of zero. When I tried to shoot with it game crashed every time.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Sat, 26 Jun 2010 06:19:22 GMT View Forum Message <> Reply to Message smeagolUgh... thanks for pointing that out. I'll change that.

Edit: Fixed.

Also just finished adding .22 LR ammoboxes, crates, the ammo donkey for it, 10 rnd mags and the Hi-Standard suppressed pistol.

There are 4 different versions of ammunition: regular ball, hollowpoint, match and ratshot.

That's it for today... signing off to get some...... zzzzzzzz.

7.92spitz-donkey? 5.56flechette-donkey? ...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 26 Jun 2010 10:47:15 GMT View Forum Message <> Reply to Message datakursSome more feedback: found an Erma MP40, oddly has an effective range of zero. When

Page 93 of 161 ---- Generated from The Bears Pit I tried to shoot with it game crashed every time.

Thanks for reporting. I'll have a look at that.

Edit: Yupp... just had forgotten to add range.

Edit 2: Almost finished adding the American-180 (including drum mags).

Edit 3: next important change: no more mags and loose ammunition in shopkeeper inventories. Only ammo you can buy is now ammo boxes (except for 7.92 and 5.56SCF, as there's still no pic for the boxes, though I might add them later on, or simply use another existing pic...).

Edit 4: Added the Armalite AR-7 Survival Rifle (a .22 LR rifle, that has a small scope, might even give it to some low level mercs as starting gun...).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sat, 26 Jun 2010 18:43:17 GMT View Forum Message <> Reply to Message Will you add that slug rifle? Apparently is very well regarded. I can sorta see Biggins using it. Or Sidney. Such a gentleman weapon.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 26 Jun 2010 19:43:03 GMT View Forum Message <> Reply to Message Maybe... not sure yet what would distinguish it from a regular shotgun (and both would probably use the same 12 gauge ammo... meaning that you would have a rifle capable of firing 12 gauge buckshot, and that somehow seems weird to me).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sat, 26 Jun 2010 20:12:34 GMT View Forum Message <> Reply to Message "Enter Tar-Hunt Custom Rifles, which in 1990 unveiled a bolt-action slug gun that was built like a rifle and shot like a rifle. It cost a lot of money, but it would put those big lumps of lead through the same hole at 100 yards and beyond with deadly certainty. Fourteen years later, it still has no serious rivals."

Page 94 of 161 ---- Generated from The Bears Pit http://www.tarhunt.com/Store/category.aspx?cid=107

^^ gives you info on weight lengh and other misc.

The general idea is that it's very accurate, fires slugs and has very long effective range. (about 90 metres) unfortunately, magazine capacity is 2.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 26 Jun 2010 20:16:30 GMT View Forum Message <> Reply to Message Question remains, if this gun is supposed to use every 12 gauge ammo or just slugs...

Main problem is, that there's no way to tell the game, that a gun can only use a certain cartridge of a given calibre, but not all the other ammo variants of the same calibre...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sat, 26 Jun 2010 20:30:10 GMT View Forum Message <> Reply to Message it's 12g so it can use buckshot, but that is like using a katana to slice bread. http://www.lightfieldslugs.com/Lightfield/

There are whole brands dedicated to slug making for this type of rifle.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Sat, 26 Jun 2010 20:31:22 GMT View Forum Message <> Reply to Message theres a two--belt showing up first under misc at br's

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 26 Jun 2010 20:39:08 GMT View Forum Message <> Reply to Message Logisterictheres a two-revolver-belt showing up first under misc at br's

You updated a running game? Then this is quite normal. For stuff to be ordered in the correct way

Page 95 of 161 ---- Generated from The Bears Pit in BR inventory you need to start a new game unfortunately...

@Jinxed, k, I'll consider adding that 12g rifle...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sat, 26 Jun 2010 21:53:19 GMT View Forum Message <> Reply to Message Back to body armor.

The US military used to use the PASGT in 1980s http://en.wikipedia.org/wiki/Personnel_Armor_System_for_Ground_Troops and is still stuck using the interceptor which includes 2 variants http://en.wikipedia.org/wiki/Interceptor_body_armor is the interceptor what the field uniform is in the game? Amidst all the controversy surrounding the quality, a new version was released. http://en.wikipedia.org/wiki/Improved_Outer_Tactical_Vest

Then you got russian who got their own line, apart from kazak 6 which you made, they've got kazak 5 and 4 http://www.rusmilitary.com/html/bulletproof_vests.htm

This looks like the current standard russian military vest: http://www.armocom.ru/6B13e.htm

But then, you get a lot to choose from:

Kirasa Universal Army vest http://www.kirasa.com/go.phtml?part=production&mod=armor&prt=kirasa-univers

Kirasa Intelligence officer vest http://www.kirasa.com/go.phtml?part=production&mod=armor&prt=kirasa-p

Kirasa another army vest

Page 96 of 161 ---- Generated from The Bears Pit http://www.kirasa.com/go.phtml?part=production&mod=armor&prt=kirasa-f

Kirasa complete set http://www.kirasa.com/go.phtml?part=production&mod=oborona

Titan and Volfram prototype armors http://warfare.ru/?linkid=2482&catid=340

Then there is the old 6b5 http://www.soviet-power.com/detail.php?pid=1226

2 LBE http://www.kirasa.com/go.phtml?part=production&mod=gilet&prt=jr1 http://www.kirasa.com/go.phtml?part=production&mod=gilet&prt=jr2

As a comic relief there's the canadian effort http://en.wikipedia.org/wiki/Trojan_Ballistics_Suit_of_Armor

Phew, that's it from me for now.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Sat, 26 Jun 2010 22:15:02 GMT View Forum Message <> Reply to Message smeagolQuestion remains, if this gun is supposed to use every 12 gauge ammo or just slugs...

Main problem is, that there's no way to tell the game, that a gun can only use a certain cartridge of a given calibre, but not all the other ammo variants of the same calibre...

Page 97 of 161 ---- Generated from The Bears Pit If I understood the system correctly, that should be (in some way) possible through the spread patterns. A rifled barrel should result in a *really* awful (as in 'will probably hit the guy to your left') pattern, so no one is tempted to use this gun for anything but slugs. btw: Did you change the pic for the CX4 Storm? It somehow looks different -better-, especially the inventory pic.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 26 Jun 2010 22:39:27 GMT View Forum Message <> Reply to Message The Cx4 is the one (I think Kaerar made) from 1.13.

Thought about using spreadpatterns for this, but as I said above, not too familiar yet with how they work. ^^

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sat, 26 Jun 2010 23:07:05 GMT View Forum Message <> Reply to Message German Body armour

Bundeswehr Schutzweste Typ SK http://www.bestprotection.de/shop/Koerperschutzsysteme/Schutzwesten/UEberziehschutzwesten/ -Schutzweste-Typ-SK-DSO-3-Farb-TD.html

EDIT:

We've got knee pads, so what about elbow pads that provide ballistic coverage? level II or IIIA http://www.bodyarmornews.com/body-armor-news/ballistic_knee_and_elbow_pads.htm

I wonder if you're considering any of these lol, or am I just wasting my time?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 26 Jun 2010 23:34:13 GMT View Forum Message <> Reply to Message No no, keep the ideas coming... I might not do it now or next week, but most ideas I find

Page 98 of 161 ---- Generated from The Bears Pit somewhere eventually will find their way into the item mod (though obviously I can't do each and every item...).

Another interesting thing I found today were kneepads made of dragonskin...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sun, 27 Jun 2010 00:10:47 GMT View Forum Message <> Reply to Message Will do. I shall brainstorm any misc items the mod could benefit from as well. Possibly grenades. I still think that anything short of EOD or Dragonskin should just about save your life if you have a close encounter with a grenade, leaving you pretty messed up but alive. Trouble is AI tends to be ultra accurate with them.

Also, considered expanding the armor plates? There are many models, various materials used. Flexible Trauma plates made out of Spectra.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Kaerar on Sun, 27 Jun 2010 00:52:48 GMT View Forum Message <> Reply to Message DepressivesBrotDid you change the pic for the CX4 Storm? It somehow looks different -better-, especially the inventory pic. smeagolThe Cx4 is the one (I think Kaerar made) from 1.13.

Thanks

Though I lost everything to do with JA2 bar my installed versions the other day Thought I had it backed up too...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by datakurs on Sun, 27 Jun 2010 11:06:53 GMT View Forum Message <> Reply to Message What about a heavy like .50 Browning M2?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by silversurfer on Sun, 27 Jun 2010 11:55:00 GMT View Forum Message <> Reply to Message Very unlikely. This gun is way to heavy for a single person to carry around all the parts and ammo. There is no animation anyway to fire stationary machine guns as far as I know.

Page 99 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Sun, 27 Jun 2010 12:13:43 GMT View Forum Message <> Reply to Message smeagolThe Cx4 is the one (I think Kaerar made) from 1.13. Ah, I went directly from v46 (which had an old version) to v47, didn't notice there was an improved version in standard 1.13. silversurferThis gun is way to heavy for a single person to carry around all the parts and ammo. Totally agree. Unless (semi) stationary weapons are implemented, MGs beyond 7.92 are ridiculous. (Although I think the new Russian 12.7mm KORD can be operated on a bipod...) silversurferThere is no animation anyway to fire stationary machine guns as far as I know. Oh, there was this guy who did some, perhaps half a year ago. But I don't know a) if they fit the rest of the animations or already were 'improved' b) if he provided usable animation files or just previews. Oh well, I already commented on animators tendencies to go AWOL, so leave it with that.

Additionally, animations are worthless without code to use them, so :whoknows:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by datakurs on Sun, 27 Jun 2010 12:53:37 GMT View Forum Message <> Reply to Message Firing from a Browning in standing position was fun in Fallout Tactics however that was a bit more sci-fi Maybe could be used only in prone position, I know coding that must be difficult/impossible.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by datakurs on Mon, 28 Jun 2010 19:09:03 GMT View Forum Message <> Reply to Message I don't know which mod is responsible for this (1.13 / WF maps / AIM): the senile Mr. Kulba sends two .50 Beowolf pistols with some 7,62*51 rounds. Not a bug but obviously isn't logical.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 28 Jun 2010 19:57:40 GMT View Forum Message <> Reply to Message That's weird. :headscratch:

Edit:

Page 100 of 161 ---- Generated from The Bears Pit I'll be uploading an update soon, that fixes the Mp40, issues with beowulf ammo boxes and the .22 LR stuff.

Edit2:

AIM V48 is up.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by datakurs on Mon, 28 Jun 2010 22:21:24 GMT View Forum Message <> Reply to Message DepressivesBrotReplace 'Adult Spit.wav' with the original file. Just search your folders as I don't know where exactly it is.

No such file exists among original files.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 28 Jun 2010 23:49:40 GMT View Forum Message <> Reply to Message It is possible, that this file is hidden in the slf archive...

Anyways, I just started to rework HAM facilities for WF maps and so far I've updated quite a lot of maps and added two new facility types (nothing spectacular...).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Tue, 29 Jun 2010 10:13:21 GMT View Forum Message <> Reply to Message datakursDepressivesBrotReplace 'Adult Spit.wav' with the original file. Just search your folders as I don't know where exactly it is.

No such file exists among original files. I'm not 100% sure, but if you simply delete the file (make a backup to be safe), the game *should* fall back on the slf archive and use the original file.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Tue, 29 Jun 2010 17:34:36 GMT View Forum Message <> Reply to Message

Page 101 of 161 ---- Generated from The Bears Pit smeagolIt is possible, that this file is hidden in the slf archive...

Anyways, I just started to rework HAM facilities for WF maps and so far I've updated quite a lot of maps and added two new facility types (nothing spectacular...).

I added ACA buildings in the new/other cities. Just to give the possibility of training militia. My game on insane with agressive AI was a nightmare without it, just look.:

Had to train that militia ALL THE TIME. Nonstop, Just one break in the defence and elites would be pouring in like rats.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 30 Jun 2010 16:50:18 GMT View Forum Message <> Reply to Message smeagolIt is possible, that this file is hidden in the slf archive...

Anyways, I just started to rework HAM facilities for WF maps and so far I've updated quite a lot of maps and added two new facility types (nothing spectacular...).

Smeagol is it possible you can bring back the jeep in the WF omerta map? I remember I only had it on one version and I never got it again.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Wed, 30 Jun 2010 16:58:25 GMT View Forum Message <> Reply to Message it's always there - open your eyes

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by datakurs on Wed, 30 Jun 2010 17:23:16 GMT View Forum Message <> Reply to Message Smeagol, will you make a maps-only version of WF 6.07 like it was in 6.06? I don't like much new mercs, Miguel's voice etc. but the maps and cities I do. Or how to edit it securly from current 6.07? Is it enough to copy the files from the Maps folder into my installation?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 30 Jun 2010 18:00:52 GMT

Page 102 of 161 ---- Generated from The Bears Pit View Forum Message <> Reply to Message what? There is WF 6.07?

@Logi

I have reason to believe I'm using a jeep-less version of WF maps. http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=240777#Post240 777

I remember where it was when I had it, near a small garage in A10.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Wed, 30 Jun 2010 18:08:46 GMT View Forum Message <> Reply to Message not near it in it - did you 'play' with the map-editor? edith: read your link - that never happened to me (as i made my own 'no new mercs'-pack) - the jeep is definately in the map -> so just do as loucifer said (there should be a funny looking guy in the garage, though - dressed like a parrot)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Anonymous on Wed, 30 Jun 2010 18:16:30 GMT View Forum Message <> Reply to Message datakursSmeagol, will you make a maps-only version of WF 6.07 like it was in 6.06? I don't like much new mercs, Miguel's voice etc. but the maps and cities I do. Or how to edit it securly from current 6.07? Is it enough to copy the files from the Maps folder into my installation? Definitely get rid of the new mercenaries and new voices. Keep Ira's new portrait though.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 30 Jun 2010 18:21:41 GMT View Forum Message <> Reply to Message Thanks for the "help".

There is no jeep in the SVN version no matter how you spin it. And if people don't come here and read that guide on what to do, they won't have it. So I was wondering if Smeagol can include a fix for it in his mapupdate.

Page 103 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Wed, 30 Jun 2010 18:25:17 GMT View Forum Message <> Reply to Message up your prof.dat - i change it for you edith: did you see that 'parrot'? - it's more than prof.dat if he's not there

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 30 Jun 2010 18:45:16 GMT View Forum Message <> Reply to Message No mate, it's empty. According to that link I posted you need a few files to go along with it.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Wed, 30 Jun 2010 18:54:04 GMT View Forum Message <> Reply to Message what i need first is your prof.dat and the a10-map - i don't thin i need more - i don't need the npc-files (and if i needed them i have them) but i can't use my prof.dat (it's heavily altered) - if you had that 'parrot' the jeep was in the map but not defined in prof.dat best sollution would be

1. you start a new game and look for the 'parrot' - if he's there i do not need the map 2. you up your ini and all your prof.dats (+ if needed the map) 3. you wait about ten minutes and then you download it from my skydrive 4. you test it - if it's okay anyone can use it

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 30 Jun 2010 19:30:50 GMT View Forum Message <> Reply to Message http://rapidshare.com/files/404123863/jeepstuff.rar.html that's my j2options ini and all my dat. I only use prof.dat anyway.

There is no parrot guy anywhere whatsoever.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Wed, 30 Jun 2010 19:43:33 GMT View Forum Message <> Reply to Message

Page 104 of 161 ---- Generated from The Bears Pit try [color:#FF6666]link deleted[/color] just unpack and put into 'data_wf\binary_data' you need a new game to test it edith: wait a sec - forgot the sector entry judith: try this

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 30 Jun 2010 20:13:19 GMT View Forum Message <> Reply to Message It works. Cheers mate.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Wed, 30 Jun 2010 20:26:58 GMT View Forum Message <> Reply to Message no prob

@ smeagol,

add that file to your skydrive - guess people are more comfortable to find it your place than mine

'alwayuseprofdat' (or how it's called know) has to bee set to true in the ini

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Thu, 01 Jul 2010 09:21:40 GMT View Forum Message <> Reply to Message My prof dat was also heavily modded

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Thu, 01 Jul 2010 09:35:25 GMT View Forum Message <> Reply to Message okay this is the one upped now - anyone a not altered wf606-prof.dat - thit should be the one on the skydrive

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 03 Jul 2010 00:10:09 GMT

Page 105 of 161 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Reworked HAM facilities for the WF maps. And just uploaded the two files.

Those two files have to be put into the Tabledata\map folder, and of course you need to have HAM facilities active.

The facility list isn't complete at the moment and might get several additions in the near future.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Gorro der Grüne on Sat, 03 Jul 2010 07:06:27 GMT View Forum Message <> Reply to Message does this work with a running game?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Sat, 03 Jul 2010 08:15:11 GMT View Forum Message <> Reply to Message Yes, it does work with a running game.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sun, 04 Jul 2010 21:58:03 GMT View Forum Message <> Reply to Message Smeagol, I know that when you use the wildfire maps, there are 2 versions and they get swapped. Do you know how this works exactly? Does this swap or is it random? I started a new game, only got as far as drassen, how will this affect my next game?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 04 Jul 2010 22:10:54 GMT View Forum Message <> Reply to Message There are only a few maps with alternate versions actually (like Drassen Airport, C9 and some of the roadblock sectors.... I might add in "different" versions when I have the time to start working on big maps, though these maps probably will only differ in enemy placement, items, lights and such... the basic map design will stay the same).

I think the sector is determined with a new game.

Page 106 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sun, 04 Jul 2010 22:30:15 GMT View Forum Message <> Reply to Message So the other major cities don't have alternate maps? Bah. I enjoy the WF maps a lot more than vanilla because they feel a lot more diverse and challenging in design... Hey, I thought you forfeited the big maps.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 04 Jul 2010 22:47:47 GMT View Forum Message <> Reply to Message Well, it's on ice until the exe runs stable and I have a bucket load of time to work on the maps (building maps from scratch is very time intensive... on the Drassen mine big map I worked almost a week). Don't expect this to get done within the near future... but it's still on my to-do-list.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 06 Jul 2010 14:33:00 GMT View Forum Message <> Reply to Message After a long discussion with Headrock about gun noises I decided to rework most of the "attack volumes" of guns in-game. As I see it, the noise code is a but screwed up at some points and maybe some values (like open a door with a crowbar) even have a chance to get externalized at some point.

The noise calculation code seems a bit complicated, and as of now, some values don't reflect my interpretation of certain guns too well (one of the reasons, for example, why the VSS is such an

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Hairysteed on Tue, 06 Jul 2010 15:21:13 GMT View Forum Message <> Reply to Message IRL You're not supposed to use subsonic ammunition with the MP5SD since the suppressor decreases the velocity of the round below the speed of sound.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 06 Jul 2010 15:23:31 GMT View Forum Message <> Reply to Message Well, that would be hard to realize in game, I guess...

Edit:

Page 107 of 161 ---- Generated from The Bears Pit I've been thinking about this a bit... one way to simulate it could be to make the MP5SD (and silmiliar guns, like the Famae Silenciada) silenced enough to make it rather uninteresting to add cold loaded ammo to it (for example to let it have a regular loudness of 3 for example, sure cold loaded would drop it to 1, but that would also add the disadvantages of cold loaded ammo [smaller penetration power] without too much gain).

I've also been thinking about how to rank certain "silenced" guns, this are my current results (not complete, and of course still debatable). I think that there should be a variance of - 3 to +4 for all calibres:

9x19mm guns should have a base loudness of ~5 with suppressor and cold loaded ammo (so the actual loudness could range from 2 to 9, depending on the gun.... exceptions would be MP5SD and Famae Silenciada with a base loudness of 3//4 and coldloaded with 1)

9x39mm guns should have a base loudness of ~6 (again, with variance added something between 3 and 10.... AS Val could have 3, VSS 4, VSK 5, Groza 8 and Vikhr 10)

5.56x45mm guns should have a base loudness of ~14 with suppressor and cold loaded ammo (resulting in a range from 11 to 18)

7.62x51mm guns should have a base loudness of ~18 with suppressor and cold loaded ammo (resulting in a range from 15 to 22)

VSSK should have a loudness of 7

WP guns in 5.45 and 7.62x39 don't have cold loaded ammo atm, so their noise is only reduced by a suppressor.

5.45 should probably be somewhere in the range of 16-20

7.62x39 somewhere between 20-28

Opinions?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Alex_SPB on Wed, 07 Jul 2010 10:34:46 GMT View Forum Message <> Reply to Message 9.39 guns are not very silent. They are intended more to hide the direction of the shot then to hide

Page 108 of 161 ---- Generated from The Bears Pit the fact of the shot itself. The sound of the gunshot of silenced 9.39 is reported to be similar to .22 LR. However you would not be able to locate the position of the shooter.

According to the game mechanics all 9.39 guns should IMHO be louder then 9 mm. Another correction is the effective range of VAL and VSS: 100 meters for head shot and 150-170 meters for a guaranteed body shot. So the effective range of VAL and VSS is smaller then for AK 74 etc (Please look at the barrel length with the attached: http://gunsrus.narod.ru/vss.htm ).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 07 Jul 2010 11:41:30 GMT View Forum Message <> Reply to Message Thanks for the information.

Edit:

Okay, so I reduced range of the VSS, VAL and similiar guns by several tiles (VSS had 40 range, cut it down to 34). Range of those guns is now comparable to AKs.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Kaerar on Wed, 07 Jul 2010 22:50:27 GMT View Forum Message <> Reply to Message LOL VSS has an 8.4" barrel! But I'm not sure if that is with or without suppressor?

Can't wait for Headrocks new CTH. Get's rid of range in favour of effective range. The VSS has a range of about 400m, but an effective one of about 200m. Beyond that it's tough to get a chest shot

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 08 Jul 2010 16:46:45 GMT View Forum Message <> Reply to Message Finished reworking sounds and also added a Bizon SMG in 9x18mm Makarov with 64 round mags.

Page 109 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Thu, 08 Jul 2010 17:10:59 GMT View Forum Message <> Reply to Message Glad to see you got enthusiasm back :ok:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 08 Jul 2010 17:29:09 GMT View Forum Message <> Reply to Message Hehehehe....

Yeah, still lots of work to do and many more ideas. Wait till NAS and headrocks new CTH get implemented... Then I will have even more work.

And there's still that huge bigmaps project somewhere on the horizon...

Edit: Currently adding the IMI Magal .30 SMG.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by datakurs on Thu, 08 Jul 2010 18:56:25 GMT View Forum Message <> Reply to Message Smeagol, sorry for another dummy question but what do the files do in Radarmaps folder? If I want to play your 2 big maps, is it enough to use the ones from the Maps folder? Your new AIM additions sound good

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Sorkvild on Thu, 08 Jul 2010 19:35:47 GMT View Forum Message <> Reply to Message Hi I have a little question. AIM adds completely new materials into the game that are not available in WF ? Or only arms and equips mercs & enemies with goodies inside WF ? Thanks in advance.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 08 Jul 2010 19:44:29 GMT View Forum Message <> Reply to Message

Page 110 of 161 ---- Generated from The Bears Pit datakursSmeagol, sorry for another dummy question but what do the files do in Radarmaps folder? If I want to play your 2 big maps, is it enough to use the ones from the Maps folder? Your new AIM additions sound good

I haven't done a new radarmap for the Drassen Mine sector. The map can be played with the regular radar map, though the radarmap of course doesn't fit what you actually see in the map. But I think for testing the map, it is okay, as the radarmap only shows the upper corner anyways...

The radarmaps are the small maps you see in the lower right in tactical view.

Quote:Hi I have a little question. AIM adds completely new materials into the game that are not available in WF ? Or only arms and equips mercs & enemies with goodies inside WF ? Thanks in advance.

Well, basically AIM is an item mod based on the WF Mod for 1.13. It adds quite a large selection of new items. If you liked the WF Mod and love to play with a lot of stuff to choose from, try the AIM mod.

It is recommended to play with New Inventory and Tons of Guns (a lot of items I added are LBE items). For a more or less complete merge list, see page 1 of this thread.

Edit:

Yes, I know, I said earlier on several occassions that I wouldn't add any more 5.56 guns... guess what, I did... just added the Negev LMG.

Edit2: Low Budget Sniper Rifle: OTs-48k

Hmmmm..... think it's time to make a new pic compilation as a teaser...

Page 111 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 09 Jul 2010 12:38:14 GMT View Forum Message <> Reply to Message Here we go... Some of the new items in AIM as a nice pic compilation:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Slax on Fri, 09 Jul 2010 13:04:01 GMT View Forum Message <> Reply to Message Black on blue. My eyes, THEY BURN!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 09 Jul 2010 13:17:56 GMT View Forum Message <> Reply to Message Then here it is again for you with a white background.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Hairysteed on Fri, 09 Jul 2010 13:59:50 GMT View Forum Message <> Reply to Message Negev looks like a belt-fed Galil

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by MC246 on Fri, 09 Jul 2010 14:27:23 GMT View Forum Message <> Reply to Message Anyone else notice that Sculy is without skills. I think the best merc in the game must have skills .

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 09 Jul 2010 14:27:39 GMT View Forum Message <> Reply to Message HairysteedNegev looks like a belt-fed Galil

Page 112 of 161 ---- Generated from The Bears Pit

Well.... they look quite similiar.

Quote:Anyone else notice that Sculy is without skills. I think the best merc in the game must have skills wink.

Scully has automatic weapons and knifing.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by MC246 on Fri, 09 Jul 2010 14:39:03 GMT View Forum Message <> Reply to Message sorry something in my instalation is not right all mercs are without skills , again sorry.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Deadman on Fri, 09 Jul 2010 18:00:06 GMT View Forum Message <> Reply to Message i use ja2svn(newest)+ham3.5+stomp+wf6.07+AIM question: How do I know that the Data-AIM is working?

1. When i put the Data-AIM as the Last in VFS.ini, the Mercs have no skills. 2. When i put it as second last, and my Data-HAMSTOMPWF as last, my mercs have skills. and because i want to have skills i use "2." but is the Data-AIM still active then? how do i know. what weapon or Item must be there, so that i know Data-AIM is working?

Page 113 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Sorkvild on Fri, 09 Jul 2010 19:39:44 GMT View Forum Message <> Reply to Message Same thing here :/

Is MP-40 available in AIMv46 or was it implemented in V48 ?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 09 Jul 2010 19:56:16 GMT View Forum Message <> Reply to Message MP40 got added in V48.

To make sure you're running the right version of AIM, I suggest you check with XML editor (you'll need to change the xmleditor.ini accordingly to direct the editor to the Data-AIM folder, or what ever you named it), what the last added item is, it should be something around item ID 2260 (Puma .454, think that was the last item I added for the last upload).

Then you could add such an item to the starting gear of a merc and see if it appears in the A.I.M. roster in-game (you probably want to add the item to a guy who has few items as starting gear, otherwise it may not be visible in the item list).

I might upload a newer version soon though...

The mercs with no skills is a new bug, never heard of it, in my game everything works fine, guess something got screwed up on installation...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Sorkvild on Fri, 09 Jul 2010 20:02:50 GMT View Forum Message <> Reply to Message Regarding no skills... I just grabbed single click installer for a better conveniency, the one with maps only because I like mercs that left.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Fri, 09 Jul 2010 20:19:57 GMT View Forum Message <> Reply to Message Uploading V49 now. Upload complete... V49

Page 114 of 161 ---- Generated from The Bears Pit Enjoy.

I changed Barrys starting gear a bit (if he now has a Bizon PP-19 as his gun, you know that you're playing with V49).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Kaerar on Sat, 10 Jul 2010 03:53:23 GMT View Forum Message <> Reply to Message SlaxBlack on blue. My eyes, THEY BURN! LOL if you made guns you'd be used to it by now

Just be glad it's not Civ II editing as they used Magenta

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Hairysteed on Sat, 10 Jul 2010 10:39:01 GMT View Forum Message <> Reply to Message smeagolWell.... they look quite similiar. Oh yeah! They're both black

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Sat, 10 Jul 2010 10:41:01 GMT View Forum Message <> Reply to Message Quote:Originally Posted By: smeagol Well.... they look quite similiar.

...about as much as Galil and FN-FNC. Take a look at the gas tube placement for example! Are you sure you didn't just take a Galil and slap a belt pouch on it? :crazy:

Wow , some of you guys really take realism tooooo seriously...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by tais on Sat, 10 Jul 2010 10:59:45 GMT

Page 115 of 161 ---- Generated from The Bears Pit View Forum Message <> Reply to Message I have a weird problem, i installed the STOMP, HAM3.5, WF and AIM single click installer and played it for a while, then i installed AIM48 over it, should work right? now i have mercs with 416's, m40a1's, ghillie suits, dyneema and other stuff whining that they have inferior equipment :/ could it be because i resumed a save game from before the upgrade? oh and mp40's are standard issue in arulco nowadays?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Kaerar on Sat, 10 Jul 2010 11:35:09 GMT View Forum Message <> Reply to Message More than likely the attributes in the save are all wrong. Then again it could be a mix/mash of the xml's causing it

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by tais on Sat, 10 Jul 2010 12:22:12 GMT View Forum Message <> Reply to Message guess it's the xml's i started a new campaign and shadow started whining about his own "great equipment" halfway to drassen airport i also noticed shadow hasn't got his camouflage on so i think that sci + patch = b0rked installation :/

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Deadman on Sat, 10 Jul 2010 13:34:00 GMT View Forum Message <> Reply to Message i use "SCI_STOMP_HAM3.5_WF_AIM" put on V49 and it works if AIM comes after HAMSTOMP_WF in vfs_config.JA2113-HAMSTOMP_WF.ini. (Barry had the bizon and a NADA Item index.1867) changed the XMLEditorInit to Data-AIM and there was all the Stuff.

But there were no skills. i tried the JA2_1.13_STOMP1.0ALPHA_HAM3.5_COVER_PATCHED.exe and the JA2_1.13_STOMP1.0ALPHA_HAM3.5.exe. any idea? maybe move some folder from HAMPSTOMP_WF to AIM?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4

Page 116 of 161 ---- Generated from The Bears Pit Posted by smeagol on Sat, 10 Jul 2010 13:51:43 GMT View Forum Message <> Reply to Message Try to find out if the game reads the merc data from the binarydata folder (the prof_XXXXXX.dat files) or from the mercprofiles.xml. There should be an ini setting somewhere for this (like use externalized mercs or somesuch...).

It seems that one of those is screwed up.

Quote:oh and mp40's are standard issue in arulco nowadays?

Yupp... seems MP40s were even used in the Balkan wars in th 90's. I think they fit the south-american banana republic setting quite well. You'll only encounter those on the first progression levels though...

Quote:guess it's the xml's i started a new campaign and shadow started whining about his own "great equipment" halfway to drassen airport

Yeah known issue... this is not supposed to work as it should. Dunno why this bugger complains about his own stuff...

Quote:i also noticed shadow hasn't got his camouflage on so i think that sci + patch = b0rked installation

He has no longer camo skill. I ditched camo skill and gave the formerly camoed guys camo equipment and replaced the camo skill with a different skill. Once STOMP gets into main code, expect an overhaul on the Merc skills anyways...

Quote:...about as much as Galil and FN-FNC. Take a look at the gas tube placement for example! Are you sure you didn't just take a Galil and slap a belt pouch on it?

Yeah, that's what I did and I also modified some smaller details as well (the barrel on the Negev for example is sligthly longer and the muzzle is different). It is hard to find a good side view of a Negev. In my opinion it looks okay and is different enough from a Galil to distinguish them. Also they are in the same weapons family, so certain similarities are nice to have in my opinion (like same folding stocks on IMI weapons for example).

Quote:Barry had the bizon and a NADA Item index.1867

The NADA item is supposed to be a "nothing" item. It is rather difficult to tell in the XML which nothing item is actually equipped, as there are a lot of nothing items atm in the XML. I might overwrite those with different items, especially those above index number 1400 (1400 is the mark I began to add items at... I left out some numbers to have room for additions, like after the C-Mag guns... didn't feel like making more C-Mag guns at the time, but felt it necessary to have some free space after the ones I added... So, when I add a "nothing" item to the merc gear, it is quite

Page 117 of 161 ---- Generated from The Bears Pit possible, that it is one that was formerly used up by a different item that I scrapped... like the LBE gear - belt combinations for example.... though it's weird that this item actually shows up in Barrys gear, which it shouldn't...) :headscratch:

Ah well... just ignore it. ^^

Edit: Currently doing some cosmetic work on several pics (like the big pics for the 43mm grenades, which were just 3 pixels too big, in BR inventory they always kept overlapping the box of the item for example. I reduced the item height to 45 pixels, now they fit in just fine).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Deadman on Sat, 10 Jul 2010 15:22:51 GMT View Forum Message <> Reply to Message i just checked the MercProfiles.xml and i found out that from AIM V49 there are only 2 skills pro merc and that HamstompWF had those old 2 and new 3.

MercProfiles.xml (HamStomp_WF/Tabledata) 0 3 1 8 8 17 11

MercProfiles.xml (AIM/Tabledata) 0 3 1 11

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 10 Jul 2010 15:31:03 GMT View Forum Message <> Reply to Message So it's a STOMP mix up issue.

I currently don't use STOMP, thus I use the old skills. So that's why it gets messed up.

Just delete the mercprofiles.xml from the AIM/tabledata and you should be fine (just in case, maybe rename it to something like 1mercprofiles.xml... just in case).

Page 118 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Deadman on Sat, 10 Jul 2010 16:57:17 GMT View Forum Message <> Reply to Message Yes. i renamed it and put stomps mercprofile in it. and now everythings back to business. thank you. much love. keep up the great work!!!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by MC246 on Sat, 10 Jul 2010 16:59:50 GMT View Forum Message <> Reply to Message Quote:Yupp... seems MP40s were even used in the Balkan wars in th 90's.

I think you are wrong about that all east block countries has a good weapon prodution at 80's , so there is a great reserve of weapons soviet license , and not to many old weapons they are very valuable as colections -> with the price of one of these you will buy at lest few AK-74 , even AK-47 is not in common use .

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 10 Jul 2010 17:04:26 GMT View Forum Message <> Reply to Message MC246Quote:Yupp... seems MP40s were even used in the Balkan wars in th 90's.

I think you are wrong about that all east block countries has a good weapon prodution at 80's , so there is a great reserve of weapons soviet license , and not to many old weapons they are very valuable as colections -> with the price of one of these you will buy at lest few AK-74 , even AK-47 is not in common use . quote from our favourite gun site: It also must be noted that many MP-40 that survived the WW2, continued to serve up until late 1970s or early 1980s, in few European armies such as Austrian or Norwegian. quote from wikipedia (yeah, I know... but still...): * The Norwegian Army used the MP 40 from 1945 until about 1970 and other parts of the Norwegian armed forces, such as the Norwegian Home Guard, still issued the MP 40 up into the early 1990s.

* Some MP 40s were in use by the Kosovo Liberation Army in the Kosovo War in 1999.

So, I think it is valid to find those guns in Arulco as left overs...

Page 119 of 161 ---- Generated from The Bears Pit Edit:

Added 43mm Illumination grenades for the GM-94.

Added the 7.62x54R Match ammo from 1.13

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sat, 10 Jul 2010 19:57:22 GMT View Forum Message <> Reply to Message Smeag, did I miss something or... What is WF 6.07 on your skydrive?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Sat, 10 Jul 2010 20:21:15 GMT View Forum Message <> Reply to Message Two small things I noticed: 1) the 'mod. scope, 2x Combo' is missing the inseparable flag 2) is the HK G3KA4 really supposed to take the AG 36? Thought the old HKs only had the HK79.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sat, 10 Jul 2010 20:44:02 GMT View Forum Message <> Reply to Message Sorry to post about this again...

Just don't want to miss out on anything. I ripped out maps and radar maps tilesets and tilecache and tabedata from your WF 6.07 WF data folder but these are older maps... as I can see in the strategic map. Then when the first map loaded it was full of laundry hangars... Literally hundreds of them lol

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 10 Jul 2010 20:59:08 GMT View Forum Message <> Reply to Message DepressivesBrotTwo small things I noticed: 1) the 'mod. scope, 2x Combo' is missing the inseparable flag 2) is the HK G3KA4 really supposed to take the AG 36? Thought the old HKs only had the HK79. yeah, found the mod. scope thing as well and had already fixed this.

Page 120 of 161 ---- Generated from The Bears Pit Not sure about the HK G3K. Will investigate if it can use an Ag 36 or not and if necessary fix it.

Quote:Sorry to post about this again...

Just don't want to miss out on anything. I ripped out maps and radar maps tilesets and tilecache and tabedata from your WF 6.07 WF data folder but these are older maps... as I can see in the strategic map. Then when the first map loaded it was full of laundry hangars... Literally hundreds of them lol

WF 6.07 was supposed to be a more or less one-click installer with both WF6.06 maps and the then latest AIM (think either V47 or V48). It really isn't a new thing... When I get around to actually do a serious one click installer, I'll write a note about that, don't worry.

The laundry hangars thing is a known tileset issue. Happens when the game uses the original 1.13 tilesets instead of the WF ones.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sat, 10 Jul 2010 21:02:46 GMT View Forum Message <> Reply to Message I just thought it was national laundry day in Arulco.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by walbers23 on Sun, 11 Jul 2010 13:51:25 GMT View Forum Message <> Reply to Message would someone be kind enough to recap installation of AIM 49? i'm running JA2+ham 3.5+Stomp 1.0+WF+ an older version of AIM but not quite sure how to add in the latest version of AIM. thanks for your help. does it get added into the Data folder or the Data 1.13 folder? thanks rgds, will

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by tais on Sun, 11 Jul 2010 14:04:22 GMT View Forum Message <> Reply to Message I dropped everything into the DATA-HAMSTOMP folder but after that i started to get the weird inferior equipment errors so i don't know if it's gonna work very well...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4

Page 121 of 161 ---- Generated from The Bears Pit Posted by smeagol on Sun, 11 Jul 2010 14:05:33 GMT View Forum Message <> Reply to Message walber23would someone be kind enough to recap installation of AIM 49? i'm running JA2+ham 3.5+Stomp 1.0+WF+ an older version of AIM but not quite sure how to add in the latest version of AIM. thanks for your help. does it get added into the Data folder or the Data 1.13 folder? thanks rgds, will

If you already have an AIM version, installation is quite easy:

Grab the latest AIM file from my skydrive (download link in my signature). Unzip this with 7zip into the Data folder your game uses (if you don't have extra Data-Folders for mods, then you'll have to put the stuff into Data-1.13). Make sure you extract the folders in the archive (like bigpics, tabledata, tilesets, etc...) directly into the Data folder (I think in latest AIM versions I put the files into an AIM folder instead of just packing them... hope this makes any sense... feel a bit brainwashed today thanks to insomnia :/ ).

Anyways, when your computer asks to overwrite files, say yes to all.

Start a game and look at the AIM rooster. If Barry has a Bizon PP-19 as his gun, you know that you did everything in the correct way.

Hope this helps.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by walbers23 on Sun, 11 Jul 2010 14:25:15 GMT View Forum Message <> Reply to Message smeagol, thanks for the quick reply. i have the following folders in a JA2 folder where the exe i use (ja2 1.13-stomp1.0-ham3.5-cover-patched) to run the game resides: data, data 1.13 and data-Hamstomp. i did the 7 zip unpack and i believe that went into the data file. that didn't work. then i manually put everything into the data 1.13 folder but that didn't show up either. i also have a wildfire folder but not sure if i should be sticking anything in there. any further suggestions? thanks regards will

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 11 Jul 2010 15:20:09 GMT

Page 122 of 161 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Maybe you want to put that stuff into the Data-HAMSTOMP folder.

I'm not sure what your setup looks like, if you use vfs for example (though honestly, I never was too good at setting up the stuff myself, so I might not be the best advisor on actually installing this stuff ^^).

But make sure, that you copy the subfolders in the AIMV49 folder directly into the data folder of your choice (that's what I wanted to say in the post above).

So, the data structure should look like this for example: Data-XXXXX\tabledata and not Data-XXXXX\AIMV49\tabledata (where XXXXXX stands for the data folder your game uses).

In your main JA2 folder, there should be a JA2.ini, that file tells the game from where to load its data. So you probably want to put the AIM stuff in the data folder poiunted at in this file (unless of course you use VFS, which would also appear in the ini file).

Hmmm.... hope this helps.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 13 Jul 2010 15:21:30 GMT View Forum Message <> Reply to Message Added the CheyTac Intervention M200 (including ammo, with recoulored pics of the Lapua ammo box and the old 12.7mm mags).

Edit (added image):

Edit 2: currently adding the Vepr 12 tactical shotgun (will be able to accept a Kobra and Corsak Laser as attachments).

Page 123 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by K0ukku on Tue, 13 Jul 2010 19:50:38 GMT View Forum Message <> Reply to Message Awesome job Smeagol. I love how you guys make this game better and better!

Regards, Koukku

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by walbers23 on Tue, 13 Jul 2010 21:49:15 GMT View Forum Message <> Reply to Message smeagol, thanks for the help with installing AIM. that did the trick on weapons. i ran into the same issue with merc profiles as mentioned by someone earlier so i replaced the mercprofile file as you suggested. Barry seems unable to unlock anything though. thanks again for your help....love your work. rgds, will

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 14 Jul 2010 17:04:47 GMT View Forum Message <> Reply to Message Possibly a useful ressource for people:

Gun List for AIM sorted by calibre.

.22 LR - American-180 - Armalite AR-7 Survival Rifle - Hi-Standard HDM - Ruger 10/22

.38 SPC - S&W Model 64 - S&W Chiefs Special

.357 - Barracuda - Colt Python - Desert Eagle .357 - Manurhin MR-73 - Manurhin MR-96 - Modified EMF Hartford 6 Shooter - Puma .357

Page 124 of 161 ---- Generated from The Bears Pit .40S&W - 96FS Brigadier - - CZ-75B - FN Browning HP-35 .40 - FN Forty-Nine - HK MP5/40A3 - HK USP - MP-445 Varjag - SIG P226 .40 - SIG P226 SAS .40 - SIG Pro - Springfield XD

.44 - Colt Anaconda - Desert Eagle .44 - Ruger Redhawk - S&W M29 - S&W M29 Satan - Raging Bull 444 - Winchester 94 Trapper

.45ACP - Colt High Capacity M1911A1 - Colt M1911A1 - Colt SMG .45 - DeLisle Carbine - FN FNP-45 - HK Mark 23 SOCOm - HK UMP45 - Ingram M10 - Kriss Super V - MPA .45 Carbine - Owen .45 - Thompson M1928 - Thompson M1A1

.45 WM - Automag IV - LAR Grizzly .45 WM - Wildey Survivor

.454 Casull - Thompson Contender Encore - Ruger Redhawk Alaskan - Fr. Arms M83 Premier Grade

Page 125 of 161 ---- Generated from The Bears Pit - Puma .454

.50AE - Armalon Pistol Carbine - Automag V - Desert Eagle .50AE - LAR Grizzly .50AE

9x18 - AEK-919K Kashtan - Bizon PP-19 - Makarov PM - Makarov PMM - OTs 33 Pernach - PP-93 - Skorpion vz. 82 - Stechkin APS

9x19 - Agram 2000 - Beretta 92F - Beretta 92FS - Beretta 93R - Beretta M12 - Calico M-950 - Calico M-900 - Calico M-960A - Carl Gustaf M/45B - Cobray M11/9 - Colt 9mm SMG - Colt 9mm SMG C-Mag - Erma MP40 - FAMAE Mini SAF - FAMAE SAF - FAMAE SAF Silenciada - FN BDA 9 - FN Browning HP-35 - FN Pro-9 - Glock 17 - Glock 18 - Glock 19 - HK MP5KA4 - HK MP5A4 - HK MP5SD5 - HK MP5N - HK MP5A4 C-Mag - HK MP5SD5 C-Mag - HK MP5N C-Mag

Page 126 of 161 ---- Generated from The Bears Pit - HK P7M8 - HK UMP9 - IMI Micro-Uzi - IMI Mini-Uzi - IMI Uzi - Jati-Matic GG-95 PDW - KP M/31 Suomi - MAB PA-15 - MAT-49 - MP-443 Grach - MP-446 Viking - P-08 Parabellum - PP-19-01 Vityaz - PP-90 M1 - SIG MP41/44 - SIG P210 - SIG P226R - SIG P226 SAS - SIG P229R - SIG P239 SAS - Spectre M4 - Sphinx 3000 - Sterling L2A3 - Steyr AUG Para - Steyr AUG Para RAS - Steyr TMP - VIS-35 - Walther MPL - Walther P99

9x21 - SR-1 Gyurza - SR-2 Veresk

7.62x25 - Bizon 2-07 - CZ-52 - OTs 39 - PPsh-41 - SA-24 - Tokarev TT-33 - Type 85

5.45x18 - PSM

10mm Auto - Bren Ten

Page 127 of 161 ---- Generated from The Bears Pit - Colt Delta Elite - HK MP5/10A3

5.7x28 - AR57 6" Silenced - AR57 11" - AR57 16" - FN Five-Seven - FN P90 - FN P90 RAS

4.6x30 - HK MP7 PDW - HK MP7A1 - HK UCP

12 gauge - AA-12 CQB - Baikal MP-133 - Baikal MP-233B - Benelli M3 Convertible - Benelli M4 Super 90 - Fabram FP6 - Fabram SDASS - Ithaca Model 37 - Jackhammer Mk3A1 - Neostead - Remington M870 - Saiga 12k - Sawed-off - Spas-12 - Spas-15 - Street Sweeper - Super Shorty - USAS-12 - Vepr 12

CAWS - HK CAWS - HK CAWS RAS - HK CAWS ACOG

.30 carbine - HEZI SM-1 - IMI Magal - M1 Carbine

Page 128 of 161 ---- Generated from The Bears Pit 6x35 - KAC PDW - Magpul PDR

5.45x39 - AEK-971 - AK-74 - AK-105 - AK-107 - AKS-74 - AKS-74 Tactical - AKS-74U - AKS-74U Tactical - AN-94 Abakan - RPK-74

5.56x45 - AICW - AK-102 - AK-108 - Ares M4 Shrike - Beretta AR-70/90 - CETME Ameli - CMMG 7.3 - Colt M16A1 - Colt M16A1 C-Mag - Colt M16A4 - Colt M16A4 C-Mag - Colt M16A4 SAM-R - Colt M4 Commando - Colt M4 Commando C-Mag - Colt M4A1 - Colt M4A1 C-Mag - Colt XM177-E1 - Colt XM177-E1 C-Mag - ColtCanada C7CT - Diemaco C7A2 - Diemaco C7A2 C-Mag - FAMAS G2 - FN F2000 - FN FNC - FN Minimi (M249) - FN Minimi SPW - FN SCAR-L CQB - FN SCAR-L SV - HK 23E - HK 33KE - HK 33KE C-Mag

Page 129 of 161 ---- Generated from The Bears Pit - HK 416 10" - HK 416 14" - HK 416 16" - HK 416 20" - HK 53A3 - HK 53A3 C-Mag - HK G36 - HK G36 RAS - HK G36C - HK G36K - HK G36K RAS - HK G41A2 - HK G41A2 C-Mag - HK MG36 - HK MG36 RAS - HK MG43 - HK SL8 - HK SL8 RAS - IMI Galil SAR - IMI Micro Galil - IMI Negev - INSAS - L85A2 - L86A2 - Noveske N4 Diplomat - Noveske N4 Complete - OA-93 - QBZ-97 - Ruger Mini-14 - SAR 21 - SEAL Recon Rifle - SIG SG540 - SIG SG540 C-Mag - SIG SG550 - SIG SG550 C-Mag - SIG SG551 SWAT - SIG SG551 SWAT C-Mag - SIG SG552 Commando - SIG SG552 Commando C-Mag - Steyr AUG-A1 - Steyr AUG-A2 - Steyr AUG-A2 CQB - Steyr AUG-A2 RAS - Steyr AUG-A2 RAS CQB - Steyr AUG Hbar - Steyr AUG Hbar RAS - Tavor TAR 21 - Ultimax

Page 130 of 161 ---- Generated from The Bears Pit - Valmet M82 - XM-29 OICW - XM-8 Automatic - XM-8 Baseline - XM-8 Compact - XM-8 Sharpshooter

6.8 SPC - Barrett M468 - Bushmaster M4A3 - FN SCAR-68 CQC - FN SCAR-68 SV - Noveske N4 XPR - Robarms XCR-1 - Steyr AUG-A3

7.62x39 - AEK-973 - AEK-973 Drum - AEK-973S - AK-103 - AK-103 Drum - AK-104 - AK-104 Drum - AK-47 - AK-47 Drum - AKS-47 - AKS-47 Drum - AKM - AKM Drum - AKM Tactical - AKM Tactical Drum - AKMS - AKMS Drum - AKMSU - AMD-65M - FN SCAR-WP CQC - FN SCAR-WP - Groza OC-14 - KAC SR-47 - RPD - RPK - Ruger Mini-30 - SA vz. 58 - SKS - SKS Tactical - Tabuk DMR - Valmet M76

Page 131 of 161 ---- Generated from The Bears Pit 7.62x37 - HK SL9SD - Whisper Kitty

7.62x51 - Beretta M501 - Blaser R93 7.62 - CETME Modelo C - CZ 700 - Desert Tactical Arms SRS - FN FAL - FN FAL Carbine - FN FAL OSW - FN MAG - FN SCAR-H CQC - FN SCAR-H SV - FR-F2 - FR Ordnance MC51 - HK 21E - HK 417 12" - HK 417 16" - HK 417 20" - HK G3A3 - HK G3KA4 - HK MSG90A1 - HK PSG1 - IMI Galil AR - IMI Galil Sniper - Knight SR-25 - M14 - M14 EBR - M21 EBR - M21 Tactical - M24 - M40A1 - M60E3 - Molot Vepr - Noveske N4 Leonidas - Parker Hale M82 - Rheinmetall MG3 - Sako TRG-22 - SIG SG542 - Tactical - Steyr SSG-P1 - Zastava M76

7.62x54R

Page 132 of 161 ---- Generated from The Bears Pit - Dragunov SVD - Dragunov SVDS - Dragunov SVU - Dragunov SVU-A - FN SCAR-WP Sniper - Mosin-Nagant M1891/30 - OTs 48K - Pecheneg - PKM - Simonov AVS-36 - SV-98

7.92x57 - Mauser - Mauser M-03

.30-06 - Blaser R93 .30-06 - Browning BAR Mk. II hunting Rifle - Browning M1919 A6 - M1 Garand - M1918A2 BAR - Remington Model 710 - Springfield M1903A4

9x39 - AS Val - Groza OC-14-4A-01 - Vikhr SR-3 Compact - VSk-94 - VSS Vintorez

4.7x33 - HK G11 - HK G11 RAS - HK G11 RAS - HK G11 PDW

.50 Beowulf - Automag III Custom - .50 Beowulf Rifle - .50 Beowulf Rifle C-Mag

.300 WM - Benelli R-1 - Blaser R93 LRS2 - S&O Shorty - Walther WA2000

Page 133 of 161 ---- Generated from The Bears Pit .338 Lapua - AI AWM - Barrett M98 - DSR-1 - Erma SR-100 - Sako TRG 42

.408 - CheyTac Intervention M200

.50 BMG - Barrett M82A1 - Barrett M82A2 - Gepard M6 Lynx - McMillan TAC-50

12.7x108 - Gepard M2 - KSVK - OSV-96 - V-94

12.7 sub - VSSK Vychlop other stuff (a.k.a calibres that have only one gun or are exotic//special enough to be put into one mish-mash category) - Flamethrower - crossbow - rocket rifle - auto rocket rifle - dart gun - dart rifle - U-94S UDAR - Metalstorm Surf Zone - Steyr ACR

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by datakurs on Sat, 17 Jul 2010 11:41:16 GMT View Forum Message <> Reply to Message smeagol, will be possible to combine AIM with NAS in the future?

Page 134 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Mauser on Sat, 17 Jul 2010 12:31:49 GMT View Forum Message <> Reply to Message datakurssmeagol, will be possible to combine AIM with NAS in the future? i am sure it will be. because that would make AIM even more awesome than it already is. maybe smeagol will take on a special NAS-version of AIM once it

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 17 Jul 2010 13:46:21 GMT View Forum Message <> Reply to Message Mauserdatakurssmeagol, will be possible to combine AIM with NAS in the future? i am sure it will be. because that would make AIM even more awesome than it already is. maybe smeagol will take on a special NAS-version of AIM once it

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Gorro der Grüne on Sat, 17 Jul 2010 13:56:00 GMT View Forum Message <> Reply to Message smeagol Combo attachments and aiming modules will get kicked, as those won't be necessary anymore.

sure aren't there some guns who will not have so many attachment slots? :wave:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Mauser on Sat, 17 Jul 2010 13:56:33 GMT View Forum Message <> Reply to Message smeagol Hmm... don't expect a working NAS version of AIM within the next weeks... sure, if you say so. well, maybe as a christmas treat then...

Page 135 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by silversurfer on Sat, 17 Jul 2010 14:31:37 GMT View Forum Message <> Reply to Message Gorro der Gr

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Minty on Sat, 17 Jul 2010 14:35:48 GMT View Forum Message <> Reply to Message The power of Notepad++, Surfer. The NAS XMLs aren't compatible with the XML editor.. And thinking of it.. Having more than one DefaultAttachment on a weapon will likely break compatibility for the relevant XMLs too..

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Sat, 17 Jul 2010 15:00:30 GMT View Forum Message <> Reply to Message silversurferGorro der Gr

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 17 Jul 2010 15:22:48 GMT View Forum Message <> Reply to Message Currently adding large grenade pouches for the modular leg rigs.

Also reworking some of the combinations possible (especially regarding large magazine pouches).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by silversurfer on Sat, 17 Jul 2010 15:47:16 GMT View Forum Message <> Reply to Message MintyThe power of Notepad++, Surfer. The NAS XMLs aren't compatible with the XML editor..

NOT YET!

Minty

Page 136 of 161 ---- Generated from The Bears Pit And thinking of it.. Having more than one DefaultAttachment on a weapon will likely break compatibility for the relevant XMLs too..

What do you mean? The game only reads the parameter per default. You can add as many 2 3 4 ... 10 as you wish. They will be ignored. Or do you mean the XML editor which could screw up the XMLs? Warmsteel said that he wants to provide a new item.xml and if someone edits this with an incompatible XML editor he will most certainly break the file. He should post a big red message as a warning for everybody.

DepressivesBrot Aside from that, how about restricting the amount of attachments a gun can take 'out of the box' a bit more? Restrict the high quality stuff to rail interfaces and provide rail hand guards to upgrade your weapons to accept them (or similar systems).

That way, you can avoid over pimped weapons at the beginning of a campaign (or at least one has to pay a lot for them), while older weapons like FAL and G3 can stay useful later on if you choose to upgrade them instead of simply replacing them with modern stuff like SCAR or HK417.

Remember, in NAS only caliber conversions or swaps like G36/G36RAS (optics/no optics) require merges, attachment slots can be added 'on the fly'.

I'm not sure if I understand you. Are you suggesting that you want an attachment like a rail kit which has to be attached first to allow some other attachments to fit on the weapon? Like it is done now with a grenade launcher that has to be attached before a grenade? This would require additional coding.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sat, 17 Jul 2010 16:00:02 GMT View Forum Message <> Reply to Message I think you guys are exaggerating a bit. I liked the combos, although sci-fi, they had an 80s MacGyver thing going and I always thought that was part of the spirit of JA2.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 17 Jul 2010 16:04:55 GMT View Forum Message <> Reply to Message silversurfer I'm not sure if I understand you. Are you suggesting that you want an attachment like a rail kit which has to be attached first to allow some other attachments to fit on the weapon? Like it is

Page 137 of 161 ---- Generated from The Bears Pit done now with a grenade launcher that has to be attached before a grenade? This would require additional coding.

Item merges for the win.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Sat, 17 Jul 2010 16:11:23 GMT View Forum Message <> Reply to Message silversurferI'm not sure if I understand you. Are you suggesting that you want an attachment like a rail kit which has to be attached first to allow some other attachments to fit on the weapon? Like it is done now with a grenade launcher that has to be attached before a grenade? This would require additional coding. Yes, you understand. No, this does *not* require additional coding, as it *is* in NAS, I wouldn't have suggested it otherwise. & to be precise. As far as I know, wil473 made good use of it in the UC/NAS minimod.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Minty on Sat, 17 Jul 2010 16:11:54 GMT View Forum Message <> Reply to Message Well.. Considering the last time the XML editor got updated was for NIV (If I recall correctly), I'm not going to hold my breath..

And yeah, that's what I meant about multiple tags, Surfer. If someone loads up an Items.XML with the extra tags into the XML Editor, it's likely to throw a fit, break the XML file, or both. But then, most people who fiddle with the guts of JA2 realise that extra tags tend to break the Editor..

And Brot's exactly right. No extra coding needed. It's just an extra tag in the relevant parts of AttachmentSlotAssign.XML, as I recall. Basically, you can set specific attachments to add AND remove slots from a weapon.

Say you wanted to have a rail-kit for older M-16 type weapons.. Have a slot designated specifically for kits and such, and have the kit, when it's attached, remove all the normal M-16 slots, and replace them with a standardised set of quad-rail slots. Same way that you can set an ACOG (and only an ACOG if you want) to add a slot on top of itself that only accepts reflex sights.

VERY nifty stuff.

Hell, if you wanted to get uber-nifty.. You could have a several different calibre grenade launchers attachable to a single slot, and depending on the actual GL attached, it would allow different grenades. Or how about a removable underslung Metalstorm GL?

Page 138 of 161 ---- Generated from The Bears Pit The possibilities, they are endless.

Edited to spell Surfer properly.

Edit2: Brot, you ninja you!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Sat, 17 Jul 2010 16:15:41 GMT View Forum Message <> Reply to Message Minty The possibilities, they are endless.

Yeah, that's why I wanted to advertise them a bit (I think WarmSteel forgot to mention that particular feature in the new beta thread)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sat, 17 Jul 2010 16:47:52 GMT View Forum Message <> Reply to Message Smeagol, is there any requirement to use the rebel hideout facility? Because it lists it when right clicking, but no one can actually use the facility.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 17 Jul 2010 16:50:43 GMT View Forum Message <> Reply to Message Uhmmm.... Maybe leadership, a certain amount of loyalty in Omerta or possibly both.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Sat, 17 Jul 2010 16:58:46 GMT View Forum Message <> Reply to Message I mean... It doesn't actually list the facility to use when selecting it from the facilities menu. I checked all my xmls and it seems everything's in order.

Edit: Ok, figured it out, my fault. I just expected it to be more than a training facility. Something that you could possibly use for assignments. It would be awesome to be able to control mobile militia movements with that.

Page 139 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sat, 17 Jul 2010 17:20:45 GMT View Forum Message <> Reply to Message Ah okay... no, the rebel hideout only allows training of militia in omerta right now.

Still hoping that HR will add a new staff assignment that shows movement direction of enemy troops when A.C.A. buildings are staffed and that would probably also apply to the rebel hideout then...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Sat, 17 Jul 2010 17:23:26 GMT View Forum Message <> Reply to Message smeag you can do that by yourself

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Sun, 18 Jul 2010 14:27:54 GMT View Forum Message <> Reply to Message AIM V50 is available.

Most important new stuff: Modular pouch for large grenades, resulting in about 50 new combinations for modular leg rigs...

Also new//changed: large Mag leg pouches changed down to only accept 2 mags, instead of 4. But those can now be combined to a leg rig with two large mag pouches (so basically you can still carry 4 mags, though the leg rig required for this is a bit heavier...).

Have fun.

If you want to be sure you have the latest AIM, start a new game after installing V50 and check if Trevor has a different kind of sun glasses as starting item.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Sun, 18 Jul 2010 15:01:21 GMT View Forum Message <> Reply to Message Thanks Smeagol , d/loading now.....

Page 140 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Gorro der Grüne on Sun, 18 Jul 2010 15:04:15 GMT View Forum Message <> Reply to Message downloaded & installed

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by K0ukku on Mon, 19 Jul 2010 19:56:15 GMT View Forum Message <> Reply to Message So, why there isn't anywhere a manual how to install this?

Maybe a small readme with the download file would be nice.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Mon, 19 Jul 2010 20:06:07 GMT View Forum Message <> Reply to Message http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=208140&page=1& fpart=1 instructions are on the first page of most d/loads , try a little investigation......

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Mon, 19 Jul 2010 20:19:45 GMT View Forum Message <> Reply to Message OMG my eyes! Who put that green font there!? AARGH!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 19 Jul 2010 20:24:29 GMT View Forum Message <> Reply to Message JinxedOMG my eyes! Who put that green font there!? AARGH!

Lol... thank Lockie for this abomination .

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by K0ukku on Mon, 19 Jul 2010 20:25:49 GMT

Page 141 of 161 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Yeah I looked up on that first thread page one, but it seems I missed that one. Thanks anygays!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Mon, 19 Jul 2010 21:16:24 GMT View Forum Message <> Reply to Message Quote:. Thanks anygays!

Huhhh !!!!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by lockie on Mon, 19 Jul 2010 21:17:12 GMT View Forum Message <> Reply to Message Quote:OMG my eyes! Who put that green font there!? AARGH!

Lol... thank Lockie for this abomination .

I can always change it to cerise......

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Mon, 19 Jul 2010 21:21:35 GMT View Forum Message <> Reply to Message Added missing modular pouch combinations and an Owen .38 (including 32 rnd mags for it).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by finesse on Tue, 20 Jul 2010 11:02:39 GMT View Forum Message <> Reply to Message Thanks for this mod smeagol, it's boggling just how much stuff you have added to the game, well done!

Is it possible to combine single 40mm grenades for the m79 to the 6shot milkor bundles? I found milkors early on in game but neve any ammo until quite far in.

Page 142 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Tue, 20 Jul 2010 11:13:55 GMT View Forum Message <> Reply to Message Welcome to the Pit, finesse :wave: Quote:Is it possible to combine single 40mm grenades for the m79 to the 6shot milkor bundles? No, not at the moment. Once AIM supports NAS (which is currently in beta), bundled nades won't be necessary anymore as you'll be able to load single grenades as you like. But for now, you can only combine two 'bundles' of the same type to fill them up

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by finesse on Tue, 20 Jul 2010 12:48:31 GMT View Forum Message <> Reply to Message DepressivesBrotWelcome to the Pit, finesse :wave: Quote:Is it possible to combine single 40mm grenades for the m79 to the 6shot milkor bundles? No, not at the moment. Once AIM supports NAS (which is currently in beta), bundled nades won't be necessary anymore as you'll be able to load single grenades as you like. But for now, you can only combine two 'bundles' of the same type to fill them up

Yeah thought that was the case, thanks.. Didn't know about combining stacks though, thats handy.

I've played around with NAS, I can't believe how excited I am at the thought of AIM+NAS even though I'll be playing through the game once again! Hehe

Cheers for the welcome, Im one of those long time readers, first time posters around here. It takes me a while to warm up to a forum and sign up

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Tue, 20 Jul 2010 13:57:33 GMT View Forum Message <> Reply to Message Smeagol did you rework the imp starting gear towards stomp yet?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Anonymous on Tue, 20 Jul 2010 16:44:27 GMT View Forum Message <> Reply to Message It's time for the best modders to collaborate to the fullest extent. This is what I have been wanting for a very long time.

Page 143 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Tue, 20 Jul 2010 16:50:38 GMT View Forum Message <> Reply to Message taotechingIt's time for the best modders to collaborate to the fullest extent. This is what I have been wanting for a very long time. why? this way you get one mod instead of several

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Anonymous on Tue, 20 Jul 2010 16:55:35 GMT View Forum Message <> Reply to Message No, you have more ideas coming to life. More innovations. Less bugs due to different areas of expertise. Larger mods. More progress. It becomes a team. It becomes people coming together for a common goal. It is motivation to stay at the task at hand.

Who is more dangerous?

1 angry man or

10 angry men

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Tue, 20 Jul 2010 16:58:56 GMT View Forum Message <> Reply to Message you are wrong you get more discussions and less results (everyone wants his stuff IN) more wouldbe chieftains and less indians (as it is there is a lot of cooperation) i never understood the idea of the-great-unified-mod (the idea is brilliant for physics, but i doubt for modding)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Anonymous on Tue, 20 Jul 2010 18:16:23 GMT View Forum Message <> Reply to Message Logistericyou are wrong you get more discussions and less results (everyone wants his stuff IN)

Page 144 of 161 ---- Generated from The Bears Pit more wouldbe chieftains and less indians (as it is there is a lot of cooperation) i never understood the idea of the-great-unified-mod (the idea is brilliant for physics, but i doubt for modding)

More discussion less results is better quality feaures, but more results less discusion is less quality features

Also, features are introduced in a more timely fashion. They would also be much more compatible.

This is soley just an opinion though.

There would be coders, animators, xml workers, item adders, externalizers, sti creators. bug testers, interface tweakers, innovational brainstormers. quest workers, npc/rpc adders, cosmetic changes. et cetera et cetera.

Then have a meeting at least once a week regarding progress of the modification. This would also solve a lot of compatiblilty issues regarding the forementioned idea of more chieftains and less engines. A certain hierarchy would definitely have to be adopted, based on prior mod experience, contributation to the cause, and seniority.

You know we are a vast diverse community with view points from all around the world. We really should get together and accomplish something that has never been done before.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Tue, 20 Jul 2010 18:34:08 GMT View Forum Message <> Reply to Message taotechingThere would be coders, animators, xml workers, item adders, externalizers, sti creators. bug testers, interface tweakers, innovational brainstormers. quest workers, npc/rpc adders, cosmetic changes. et cetera et cetera.

Then have a meeting at least once a week regarding progress of the modification. This would also solve a lot of compatiblilty issues regarding the forementioned idea of more chieftains and less engines. A certain hierarchy would definitely have to be adopted, based on prior mod experience, contributation to the cause, and seniority. what you describe is a company where people get paid - not a bunch of madmen who throw away their leisure time and thus get trouble with their families when they do it too often had a good laugh about SENIORITY - that didn't work in the royal navy a century ago, when they choose by it - their technical board was so senior that the decided 'as any child knows iron is heavier than water and thus can not fload, for that it would be a stupid idea to built iron ships' very loosely quoted - they also choose general elphinstone by means of seniority and caused the afghan fiasko back in 1842 (some 60 years was senior than - especially for a soldier)

Page 145 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Gorro der Grüne on Tue, 20 Jul 2010 18:46:39 GMT View Forum Message <> Reply to Message crap only one example how many free slots for merc are available? irion, the cyborg, the kids from vengance, posty, the 6 WF mercs, those guys from sog etc make it modular, let any modder do what HE wants if he needs help he will ask but don't make it a discussion club or as Redge says "das erfordert eine sofortige Diskussion" sorry don't know what he says in English.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Anonymous on Tue, 20 Jul 2010 18:53:44 GMT View Forum Message <> Reply to Message LogisterictaotechingThere would be coders, animators, xml workers, item adders, externalizers, sti creators. bug testers, interface tweakers, innovational brainstormers. quest workers, npc/rpc adders, cosmetic changes. et cetera et cetera.

Then have a meeting at least once a week regarding progress of the modification. This would also solve a lot of compatiblilty issues regarding the forementioned idea of more chieftains and less engines. A certain hierarchy would definitely have to be adopted, based on prior mod experience, contributation to the cause, and seniority. what you describe is a company where people get paid - not a bunch of madmen who throw away their leisure time and thus get trouble with their families when they do it too often

It would be the same as now, but everyone would be working together meeting deadlines. The most important pro would be that most mods would be released together saving all of the over writing of files and bugs related to combining modifications. H.A.M. 4, S.T.O.M.P. 2, Smeagol's A.I.M. and Map Update (minus new mercenaries from Wildfire), Warm Steels N.A.S., RoWa21's new 1.13 featurs being tested as we speak, et cetera.

They just need a guy to oversee the whole project and when it is finished call it something entirely new. Like T.T.C.M.P. (Tao Te Ching's Modification Projct)......

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Tue, 20 Jul 2010 18:58:03 GMT View Forum Message <> Reply to Message taoteching... but everyone would be working together meeting deadlines.

Page 146 of 161 ---- Generated from The Bears Pit :gaga: :gaga: :gaga: try it - good luck

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Tue, 20 Jul 2010 19:26:52 GMT View Forum Message <> Reply to Message HELP..... MY thread gets hijacked again. :et5:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Mauser on Tue, 20 Jul 2010 19:46:44 GMT View Forum Message <> Reply to Message smeagolHELP..... MY thread gets hijacked again. :et5:

@ all: stop hijacking smeagol

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 21 Jul 2010 12:35:45 GMT View Forum Message <> Reply to Message Added missing ammo boxes and the donkey for 7.92x57.

Fixed the American-180, which was unrepairable.

Edit: Also added missing box and donkey for 5.56SCF

Only missing box, crate, donkey is now for metalstorm 9mm, and that will probably remain as such...

Uploaded V51 at the usual site (just click the download in my sig).

Edit: Also uploaded a minor bugfix in the movementcost.xml. It was possible to move between I3 and I2, but I2 should be an ocean sector, thus not passable. Unfortunately the fix requires a restart of the game. :/ but as there isn't much in I2 anyways, you can still play the game as usual with the older movementcosts.xml...

Page 147 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 21 Jul 2010 16:36:26 GMT View Forum Message <> Reply to Message Smeagol have you considered adding the N6 range of Noveske weapons? http://noveskerifleworks.com/cgi-bin/imcart/display.cgi?cat=97

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 21 Jul 2010 16:47:44 GMT View Forum Message <> Reply to Message Uhm... I have a 7.62 Noveske in already.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 21 Jul 2010 16:58:12 GMT View Forum Message <> Reply to Message Hmm, that's weird. I though N4 was designated for CQB. Looking through their website N6 Leonidas is 12.5 inch.

Anyway, I don't remember your mod but the barrels are changeable. Would be cool to have a 21 inch heaby 7.62 noveske.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 21 Jul 2010 17:04:22 GMT View Forum Message <> Reply to Message Hmmm.... might add in 21 " barrel for the Leonidas, though the Hk417 pretty much fills the same role atm.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Wed, 21 Jul 2010 17:23:21 GMT View Forum Message <> Reply to Message Cool.

You know, you can get 50 round drum adapters for HK 17...

Page 148 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 21 Jul 2010 17:57:37 GMT View Forum Message <> Reply to Message yupp... though atm that would also require a ton of new items (guns with c-mags, as I did with the other adapters, and new 50 rd drum mags).

I'll probably wait with the 50 rd mags until I rework AIM for NAS.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 22 Jul 2010 00:03:42 GMT View Forum Message <> Reply to Message Added Stinger Rubber Grenade and XM84 Stun Grenade.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Thu, 22 Jul 2010 00:09:47 GMT View Forum Message <> Reply to Message I know that you are against adding weapons that just overlap... But sometimes it's cool to use your national weapon... Even if it's a clone.

Are you adding any more armors and such?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 22 Jul 2010 00:22:10 GMT View Forum Message <> Reply to Message anything special in mind?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Thu, 22 Jul 2010 00:31:57 GMT View Forum Message <> Reply to Message Well, for one thing Dyneema plates. Varius PASGT combinations. American Interceptor armour and it's british counterpart Osprey Assault body armour.

And then you could have the elbow guards or better knee guards we talked about before. These are just from the top of my head.

Page 149 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 22 Jul 2010 00:37:00 GMT View Forum Message <> Reply to Message Definately a possible addition. Might do so.

What gun clones did you have in mind?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Thu, 22 Jul 2010 00:47:11 GMT View Forum Message <> Reply to Message http://world.guns.ru/smg/smg137-e.htm http://en.wikipedia.org/wiki/Kbs_wz._1996_Beryl and carbine version http://en.wikipedia.org/wiki/Kbk_wz._1996_Mini-Beryl

There are not "clones" just that we've got plenty of 5.56 weapons available already. But I'm sure it would please the polish crowd and I know the polish community is quite big.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Thu, 22 Jul 2010 01:00:56 GMT View Forum Message <> Reply to Message forgot about the bor sniper rifle http://en.wikipedia.org/wiki/Bor_rifle

There is also an antimaterial rifle but I don't like those.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by K0ukku on Thu, 22 Jul 2010 06:38:22 GMT View Forum Message <> Reply to Message How about M202A2 FLASH multishot rocket launcher? I would like to see some napalm on the field.

Make it expensive, bulky and heavy. http://world.guns.ru/grenade/gl50-e.htm edit: Well actually the FLASH's incendiary agent is not napalm, but some kin of TPA agent.

Page 150 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Kaerar on Thu, 22 Jul 2010 08:12:54 GMT View Forum Message <> Reply to Message LOL now we are going all Far Cry on everyone

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Thu, 22 Jul 2010 08:54:20 GMT View Forum Message <> Reply to Message Nah, that one was just very loosely based on the M202A2.

Anyway, as it was brought up in another thread, how about adding the M2 as the full auto variant of the M1 carbine? Should be little effort and adds another gun for the .30Car ammo.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by K0ukku on Thu, 22 Jul 2010 09:06:58 GMT View Forum Message <> Reply to Message Well, I don't see a reason why M202 could not be added. We already have heavy weapons, like a couple of _mortars_, flamethrowers and many RPGs. I think M202 would be very useful in the end-game, where enemies are like flies and you got money. As said before, just make it expensive and a very special weapon. I would see it as a very fun weapon, cmon, four incendiary rockets on a heavy weapons guy's shoulder. How awesome would that be?

Quote from worldguns:

"However, it appears that M202 ammunition had some flaws (most probably due to poor quality control or design flaws), which resulted in self-ignition of warheads during loading of the weapon. Not surprisingly, such disastrous events made the M202 less than popular among the troops, and most M202 launchers were put into storage during late 1980s, although some launchers were observed during training of US and allied troops through early 1990s."

Perhaps some explosives skills required to place the 4-rocket rocket into the launcher?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Thu, 22 Jul 2010 09:37:37 GMT View Forum Message <> Reply to Message Not saying it shouldn't, seeing the rather large variety of incendiary devices already in AIM. It's smeagols call though. (Speaking of incendiary stuff, can I get a mod. dual canteen pouch? please)

Page 151 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Thu, 22 Jul 2010 09:38:58 GMT View Forum Message <> Reply to Message +1

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Gorro der Grüne on Thu, 22 Jul 2010 10:15:33 GMT View Forum Message <> Reply to Message +1

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 22 Jul 2010 12:09:53 GMT View Forum Message <> Reply to Message 1+1=2

With that out of the way, let's see:

Beryl: definite possibility.

That polish SMG: looks interesting armor items: maybe dual canteen pouch: yes yes... (man... I never should have started those modular leg rigs... awful lot of work and then someone finds a merge missing and everyone tries to solve elementary math afterwards... I for example really would like a modular pistol holster as well... but then again, this will really be no fun at all to add this item)

M2 carbine: have to look it up... quite possible addition

M202 Flash: undecided on that one. This really is overkill imo.

Missed anything?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Gorro der Grüne on Thu, 22 Jul 2010 12:47:49 GMT

Page 152 of 161 ---- Generated from The Bears Pit View Forum Message <> Reply to Message smeagolMissed anything? smeagola modular pistol holster

:wave: :dontlike: :crossed: thx

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Thu, 22 Jul 2010 12:55:44 GMT View Forum Message <> Reply to Message Smeagol, could you possibly add the jeep to your mapupdate? Because I'm using the international version of WF and it's not there. Also, the blue car I seem unable to find it anywhere.

Could be my xmls cause I'm using stomp ones.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Thu, 22 Jul 2010 12:58:59 GMT View Forum Message <> Reply to Message Gorro der Gr

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 22 Jul 2010 13:00:21 GMT View Forum Message <> Reply to Message Uhm.... The jeep is supposed to be in A10, the El Dorado in uhm.... C5 (King Pins HQ)?

You might want to grab the mapupdate from my skydrive, if only for those two maps.

The jeep is hidden in the map though, you have to look around a bit for it.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 22 Jul 2010 13:01:11 GMT View Forum Message <> Reply to Message DepressivesBrotAnd btw, 1+1=10 :whistle:

Page 153 of 161 ---- Generated from The Bears Pit I know that there are only 10 sorts of people who understand binary...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Faithless on Thu, 22 Jul 2010 13:01:14 GMT View Forum Message <> Reply to Message Quote:And btw, 1+1=10 whistle Try that with a half-adder. 1+1=0

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Thu, 22 Jul 2010 13:06:55 GMT View Forum Message <> Reply to Message that jeep is not a map-thing - it's all about prof.dat - you find a fixed prof.dat for international version (=no new mercs) here

@ smeag:

crap it and store it on your skydrive

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 22 Jul 2010 13:07:00 GMT View Forum Message <> Reply to Message DepressivesBrot Oh come on, you do realize that every new basic pouch you add to that system leads to an exponential increase in possible mod. rigs and required merges? Unlike a single new configuration out of existing parts (requiring one merge to get it, one to get the parts back and the item itself)

Well, the holster would have the advantage that it would be the size of the large utility pocket, thus the number of merges would be limited somehow...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Thu, 22 Jul 2010 13:08:41 GMT View Forum Message <> Reply to Message I know, but smeagol had all the dats in his mapupdate. Stomp bypasses the dats and is xml only

Page 154 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Thu, 22 Jul 2010 13:10:50 GMT View Forum Message <> Reply to Message you need to throw that prof.dat into the international version - whether you use stomp or not, as someone forgot the jeep in the international version - the maps are the same for any kind of wf-mod

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Thu, 22 Jul 2010 13:29:01 GMT View Forum Message <> Reply to Message Ok, but if you use stmp it just ignores prof.dat.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Thu, 22 Jul 2010 13:34:36 GMT View Forum Message <> Reply to Message it cannot ignore prof.dat - no prof.dat (or profex) = no mercenaries, queen, noone with a name - maybe it ignores PARTS of it (those where the traits are stored) btw, how could i give you that jeep by means of altering prof.dat, if it's ignored? :wb:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 22 Jul 2010 13:35:07 GMT View Forum Message <> Reply to Message 6 more items +34 new merges -> leg rigs for Ca/Ca, Ca/Ca/GR, Ca/Ca/SU, Ca/Ca/GR/GR, Ca/Ca/GR/SU and Ca/Ca/SU/SU.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Thu, 22 Jul 2010 13:36:07 GMT View Forum Message <> Reply to Message i'll take two of those cacasulus (whatever they are)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 22 Jul 2010 13:37:56 GMT View Forum Message <> Reply to Message Ca/Ca/SU/SU -> Canteen/Canteen/small utility/small utility.

Page 155 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Gorro der Grüne on Thu, 22 Jul 2010 13:44:22 GMT View Forum Message <> Reply to Message i prefer CaCaGrGr

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by K0ukku on Thu, 22 Jul 2010 14:03:45 GMT View Forum Message <> Reply to Message About M202A2 Flash. Well, overkill and overkill. You can have now the swedish Gustaf with Napalm rockets, what prevents you buying that and keeping four rockets with ya? M202A2 is just way cooler. And if you dont like to use it, it isn't mandatory to use it.

I know many ppl who play the end-game with almost only sniper weapons, which is pretty efficient, but boring in my opinion. I like to use all kinds of weapons for different purposes. M202A2 would just add some color to the weapon selection. I'm most excited about the CheyTac Intervention of the recent weapon additions.

Five new 5,56mmx45mm assault rifles? Cool!

A new, special rocket launcher? Awesome! edit: And it would add some roleplaying element, if you wanna react Commando when you breach into the Deidranna's Lair ...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Thu, 22 Jul 2010 14:22:02 GMT View Forum Message <> Reply to Message Quote:You can have now the swedish Gustaf with Napalm rockets, what prevents you buying that and keeping four rockets with ya? The difference is, first a loaded M202 is 12kg, Carl Gustaf + 4 Napal rockets amounts to a total of 22.9kg (nearly twice the weight, the 4 rockets alone are 14.4kg total) Second, 60AP to reload the CG against firing 4 rockets before reloading the M202.

But then again, there is stuff like the MGL140 with 6 napalm grenades, or even worse, a 3rd burst of 40mm napalm delivered by one of the metal storm launchers and don't forget the infernal sea of fire created by the 60mm incendiary shells. Can something be bigger overkill than those?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by K0ukku on Thu, 22 Jul 2010 14:26:34 GMT

Page 156 of 161 ---- Generated from The Bears Pit View Forum Message <> Reply to Message True, true. Do the MGL-140 have napalm grenadesin AIM mod?

The mortar incendiary sea of fire is a bit overkill imho, it would be still very useful if it was some what smaller...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by DepressivesBrot on Thu, 22 Jul 2010 14:29:56 GMT View Forum Message <> Reply to Message K0ukkuTrue, true. Do the MGL-140 have napalm grenadesin AIM mod? Yep, thinking about it, all this stuff kinda lets the actual flamethrower look like a toy...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by K0ukku on Thu, 22 Jul 2010 14:38:05 GMT View Forum Message <> Reply to Message Actually I havent even tried the flamethrower. In 21st century it is kind of a toy in real life... But still I like that the flamethrower greets me when I open the heavy weapons page in Bobby... some day I will order it

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Thu, 22 Jul 2010 15:05:01 GMT View Forum Message <> Reply to Message @logi

The jeep.zip I used before just didn't work. There was nothing in that garage. I just tried the zip you posted now and there is a crazy multicolored guy where the jeep is supposed to be.

This is weird. Played around with the dat xlm options in the ini and now there is nothing there anymore.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Thu, 22 Jul 2010 15:26:02 GMT View Forum Message <> Reply to Message it is the same zip - that crazy multicoloured guy is your jeep (id est the map says there is a not defined person) what exactly did you play around? didn't you say it worked?

Page 157 of 161 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Thu, 22 Jul 2010 15:32:10 GMT View Forum Message <> Reply to Message That was ages ago mate when I didn't use STOMP.

USE_DIFFICULTY_BASED_PROF_DAT = FALSE READ_PROFILE_DATA_FROM_XML = TRUE WRITE_PROFILE_DATA_TO_XML = FALSE ok so, without stomp it works.

Then with stomp nothing.

I copied the zip you posted in this thread and that resulted in the colored guy. Then I changed WRITE_PROFILE_DATA_TO_XML = FALSE to true and he dissparead. And not I changed it back and he's still missing.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Thu, 22 Jul 2010 15:38:32 GMT View Forum Message <> Reply to Message read profile data from xml has to be set to false - there is no jeep in that xml

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Thu, 22 Jul 2010 15:43:27 GMT View Forum Message <> Reply to Message Exactly my point, without that the skills from stomp will not work as all of them are in mercprofiles.xml so maybe I should be talking to sandro to add it to the xml?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by silversurfer on Thu, 22 Jul 2010 15:45:37 GMT View Forum Message <> Reply to Message @Logisteric

He is playing with STOMP and that requires the data from the XMLs.

But that's no problem!

Page 158 of 161 ---- Generated from The Bears Pit 1. Use the prof.dat Logisteric uploaded2. Edit MercProfiles.xml and replace the part for uiIndex 164 with this data:

164 Jeep Jeep 164 0 0 0 0 0 0 3000 2000 GREENPANTS BROWNVEST PINKSKIN BLONDHEAD 0 27 0 0 0 0 7 101 0 100 100 1 1 1 1 0 0 1 0 0 1 0 0 0 0 0 0

Page 159 of 161 ---- Generated from The Bears Pit -1 -1 -1 -1 -1 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 0 0 0 0 0 0 -1 -1 0 0 0 0 0

Now you should find this:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Logisteric on Thu, 22 Jul 2010 15:48:21 GMT View Forum Message <> Reply to Message silversurfer@Logisteric

He is playing with STOMP and that requires the data from the XMLs.

Page 160 of 161 ---- Generated from The Bears Pit But that's no problem!

i never tried stomp - i use profex for my mod for completely different reasons

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by Jinxed on Thu, 22 Jul 2010 16:44:50 GMT View Forum Message <> Reply to Message Cheers buddy.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Thu, 22 Jul 2010 18:31:08 GMT View Forum Message <> Reply to Message This thread can be locked. New thread can be found here.

Page 161 of 161 ---- Generated from The Bears Pit