IoV 920 beta 1.1 for New Attachment System[message #245384]
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Fri, 26 February 2010 09:27
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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Quote:920 beta-1.1 is out. this is still a test for IoV-NAS compatibility. You will still experience A LOT OF attachment compatibility issues.
before you download: do not attempt to use xml editor to modify, use notepad; 920 save file will be compatible with other 920 versions. no need to start over.
and use the vfs_config.iov.ini in the zip file.
[color:#FF0000]Download:[/color]
IoV 920 beta-1 :http://content.wuala.com/contents/kenkenkenken/ja2_113/ja2_1.13_mod_iov_920_beta1.7z?dl=1
Beta 1.1 (override \data\tabledata) http://www.esnips.com/web/gwja
[color:#FF0000]Installation: [/color](thank DoGod for writing this up)
For anyone interested, here are some install instructions based on my own experience with this mod. These Instructions are for the standalone version.
1.) Extract to your JA2 installation.
2a.) Fire up the INI editor.
2b.) Set the VFS to "VFS_Config.IoV_Full". This assumes you either have no desire or ability to fill in a VFS ini(like me). If you do "VFS_Config.IoV" is there for those who wish or need to customized their VFS file.
2c.) Set the executable to "ja2_3702_iov920_beta1_en", make sure it ends in EN(Unless you want Chinese, then use the one ending with CN).
2d.) Save.
3.) Launch JA2.
Notes: You should probably be running the most current version of 1.13 you can get, either Tais' SCI or via SVN. If you have no interest in or need for the Chinese exe, delete it to avoid confusion.
[color:#FF0000]Older version[/color]
919 Full SVN:
Quote:http://cos-mod.googlecode.com/svn/trunk/COS-MOD
919.7z Download Full: http://content.wuala.com/contents/kenkenkenken/ja2_113/vfs_IoV_919_Final.7z?dl=1
Included HAM 3.6 setting package.
Requires SVN1225 or later (from what i can understand the exe is based on 3561)
*OLD*915 Full
Download from MediaFire: IoV 915
****************************************************************************************
What's new in 919 final:
Enemy gun jam. There's a chance for enemy's weapon to jam. however this is based on a formula different from the player's and which is a simply a random chance. Enemy also curses when the gun jams.
Weapon malfunction rate indicator. A tooltip displays a weapon's approximated malfunction rate in tactical and BR interface; the more "+" signs on a weapon, the more chances it will jam and vice versa; BR displays malfunction rate when the weapon is at 100%, while under tactical interface, the tool tip displays a dynamic malfunction rate, which had put weapon's condition into consideration.
A few things that were in 919 but not mentioned:
-LBE gear that are capable of carrying ceramic plates:
-RRV can only carry a single piece instead of a pair.
-MBSS
-Eagle RRV
-HSGI WASATCH
-HSGI WEESATCH
-CIRAS
-RAV 556
-RAV 762
Those two are LBE gear and Body armor in the same time. Armor inserts are default attachment.
-Safariland SWAT Assault Vest
-RFVC1 Flak Vest
Some new ammunitions: .44 MAG VBR armor piercing rounds(thank wolf00 for that idea), 7.62 NATO duplex, .410 bore tri-ball and so on.
Changes in 919
INCLUDED the updated STOMP 1.12. Since STOMP is so popular and it also has the option to turn off the new traits, a standalone exe is no longer neccessary - Coder, Ken*4
Loading other mod's ja2_options.ini might result in some error msg at loading screen (non-CTD type). using our .ini is recommended, all HAM 3.6 settings are enabled.
New functions:
1. new malfunction setting *experimental* - controlled by "MalfunctionRate" values in weapons.xml and IoV_Settings.ini; lower overall jam rate by decreasing the divisor in iov_settings.ini.
new malfunction rate is based on each weapon's MalfunctionRate value and current condition %; rain may cause weapons to jam more; even at 100%, each time a round is being fired, there is a chance for it to jam or malfunction---if the shooter has really bad karma that is. in a nutshell, a 50% AK will jam less than a 75% AR.
Quote:
Ken*4:
int jamChance = ( ( malfunctionRate * condition ) / malfunctionRateDivisor ) - gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * gbCurrentRainIntensity;
just for example:
if
malfunctionrate = 10
condition = 100
divisor = 100
RainIntensity = not raining = 0
chance to malfunction = (10
[Updated on: Fri, 01 October 2010 23:29] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #245385]
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Fri, 26 February 2010 09:36
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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Our To-Do list:
*tweaking effective range and accuracy value.
*Eliminate the last few typos and engrish... - life long campaign, need more edumacation.
*Add appropriate coolness value to more items
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Bugs found so far:
Typo & Engrish: Fixed Buschman IDW (Bushman IDW) & Walther MPL
Tony won't accept 9x19mm Tracer 13rd, pistol match sight and many others.
Dollar stores bartenders and tony selling accessories for $1
inappropriate attachment combinations
one handed SPAS-12
Fixed Walther MPL has 18xx shots per 5 (18.xx)
Fixed Ammo Nada - done
Fixed APstoReload values on various shotguns.
[Updated on: Wed, 31 March 2010 01:48] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #245399]
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Fri, 26 February 2010 11:57
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CptMoore |
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Messages:224
Registered:March 2009 |
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mediafire is very good for uploading stuff, but why not add download to your google code page? It should have a downloads page there.
Btw, is there still inbalanced accuracy bonuses applied to weapons? Like the one viper gun having +9 accuracy even though the range is only ~200.
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #245424]
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Fri, 26 February 2010 15:33
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CptMoore |
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Messages:224
Registered:March 2009 |
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Cool to know. Is there any way on converting any real live statistics to accuracy? For example the HK DMR rifle sucks against the FN SCAR DMR/SNIPER rifle... (not sure if its still the case). I thought they should behave similar for performance since they fill the same role, the FN SCAR still having the edge since its more modular and therefore can use eastern ammo.
And what about the cost? Those spray and pray guns are way too costly compared to similar guns who have a higher accuracy. (i hope i remember that correctly). like i want a +4 accuracy ak to be 600$ cheap while the +7 ak should be +3000$.
And to compensate for the powerful and cheap rifles vs smgs, just let the cost and availability of the ammo be a deciding factor here.
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #245445]
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Fri, 26 February 2010 20:15
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CptMoore |
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Messages:224
Registered:March 2009 |
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So I'm researching abit about guns, wiki and blogs have everything.. so here are some info of what each attribute of a gun should include:
Range
* the ammo used is a deciding factor, calibre is firstly important then the type (MATCH/FMJ/HP). (List)
* the longer the barrel, the better the ammo can use the propellent to accelerate, having a higher speed and thus flying further. (Wiki Barrel)
Accuracy
* asymmetry at muzzle is tried to be avoided for better accuracy (sniper rifles have that, e.g. dragunov)
* free floating barrels help avoiding outside pressure (lots of rifles have that..)
* how the barrel is forged make the bullet come out more consistently (sniper have special forged barrels, like the MGs)
* ammo type used (some ammo just flies differently, buckshot vs slugshot)
* most accuracy however is dependent on the shooter NOT THE GUN!!!!!!!!
Damage
* Speed ... depending on barrel length
* Ammo Calibre, how big is it
* Ammo Type, AP, HP, etc
Burst Reduction
* Weight
* Balance / Barrel Length
* Ammo Calibre & Type
Reliability
* long barrels heat less and should be more reliable
Noise
* longer barrels hide the muzzle flash better
This looks more or less like COSMOD, no? Execpt of course some of the balancing of the weapons in between. And similar rifles just with different barrel lengths should have the same accuracy (like M4 and M16) but still different ranges, and a bit different damage.
The problem I see is that accuracy is so strangly used in the game... its some how an aim modifier working on every aim click you do. However the accuracy of a rifle doesn't get better the longer you aim at something... its YOUR aim that gets better. Did someone try to redo this part of the game?
Secondly, damage is actually soley dependent on the ammo used and with what force/speed it goes into the target. the rifle only defines the barrel length and therefore the speed of the round and of course the base calibre.
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #245448]
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Fri, 26 February 2010 21:31
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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We go deeper than that. for example the Viper M16s you mentioned above, they uses stainless steel bull barrels as i remember, they're short but well made so they could achieve sub-moa accuracy in 100 yard. that is of course not very common among short barreled rifles (SBR), but since their barrels are so short, the projectile tend to destablize sooner thus reducing effective range.
reliability issue: way more than just the length of barrel. design and quality control of manufacturer is very important, besides proper usage and maintenance. for example a classic government issue 5" 1911, some philipine assembled crap is no compare to a high end Kimber I-serie.
noise and muzzle flash: muzzle device also plays a big part in this. vented muzzle, flash supressor, etc.
to summarize, we judge them base on their real life performance and reputations (but not rumors like AKs never jam), and slightly balance them for gameplay; those elusive ones are based on speculations.
Aim: i aggree with you on this. prolonged aiming should receive a diminishing return, meaning the first 4 aim click gets..let's say 10% bonus each, the last 4 should go 8, 6, 4, 2 or something like that. but that's not something a XML based mod can do, regretably.
[Updated on: Sat, 27 February 2010 00:37] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #245469]
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Sat, 27 February 2010 00:56
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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Mauser:
it will not work along with other item mod, since they're all XML based;
this mod works fine with sandro's STOMP and HAM, but STOMP alters imp starting gear so you may get some wierd gun in the beginning, but that can be fixed with modifying impitemchoices.xml
since DBB added quadjillion ton of automatics, rifles, snipers, shotguns, one-handers and heavy weapons, it makes STOMP's gameplay much more diversed and allows each class to fulfil their role.
and for the repeated machinegun question, i wish i could tell you. my guess is the high effective range.
this is debateble but the way we see it, machineguns often can't compare to precision rifle on maintaining accuracy over distance but MG's effective range is often referred to effectiveness of short and long bursts over distance instead of single shot. that's why LMGs can be deadly at over 400 yards while assault rifles are not.
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #245526]
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Sat, 27 February 2010 22:17
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TheShodan |
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Messages:23
Registered:May 2007 |
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Oh man, already stickied. I was like "where the hell did it go to" when i was looking for the thread.
Anyways I don't know if anyone else is having this issue but I think my crawling sound is corrupted, when i tell my guys to move while prone the game freezes up for a minute and then proceeds to rape my ears on resuming with a very faint but annoying high pitched sound. Anyone mind uploading me their's real quick? You can just email me it, PM me first if you are willing to lend a helping hand. I don't know if this has to do with the mod and if the mod itself uses crawling sound files from data-1.13 .
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Private 1st Class
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Re: DBB's Instruments of Violence mod 914[message #245538]
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Sun, 28 February 2010 01:29
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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the problem with getting "good" guns too early;
on the other side of this planet it's a whole different story, the chinese players care little about when do you get what gun. they (me too)prefer insane, drop-all & all items on BR as soon as you take drassen airport.
most of them dont believe in going into this war zone butt ass naked, a few mercs armed with some 9mm trying to take over the country in a month.
the FAL is much more balanced in dbb mod, it's heavy, bulky and it sprays bullets everywhere in ful auto, can hardly call that a good gun by today's standards, and that's how it is in the game.
the AKs, they should be in the hands of two bit country's combatant, so it is in this mod. the 7.62x39mm caliber is nerfed to what it supposed to be, so the early game AKs you get from the enemy is hardly any threat.
m24: the one in this mod is one of the most basic sniper rifle. without putting on the upgrade kit or other accessories, it could take more than two turns to kill one enemy with it, loading that thing in combat is a bitch too.
by DBB mod's standard, well equipped means SCAR-H, AS50, auto grenade launcher and mortar with thermobaric shell.
but i see your point. i think what we can try to set some new standards. we can give the enemy handgun, pump-action shotguns, rusty ass semi-rifles and half a century old SMGs in the beginning.
[Updated on: Sun, 28 February 2010 01:36] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #245542]
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Sun, 28 February 2010 02:27
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CptMoore |
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Messages:224
Registered:March 2009 |
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HLTVprefer insane, drop-all & all items on BR as soon as you take drassen airport.
Me too.
HLTVm24: the one in this mod is one of the most basic sniper rifle.
Agreed, the sniper rifle isnt very good. Though thanks to STOMP you have a dedicated sniper class.
HLTVby DBB mod's standard, well equipped means SCAR-H
Thats what I find not so good, some weapons are better for no reason.. most weapons of the same class should have the same stats only differing in attachement/accessories/build in stuff. Why is the HK416 DMR rifle worse than the cheap M16 (should be other way around..)? In real life stats the SCAR-L SV 18" is worse than the HK416 20" yet the ingame stats are reversed again. There is still this balancing that is somehow done wrong for western weapons where some guns are given uber stats (mainly the vipers, colts+combined, scars, a sig or two, ). The eastern look much better, even though some of the modern eastern guns still perform as bad as their older counterparts like AK-74 vs AK-74M (not sure if thats ok in real life, but just doesnt sound very realistic that those producers still make crap). And lets not compare western to eastern ... how come a dedicated sniper rifle SVU-A has the same worse accuracy as an AUG (btw why is an AUG only 5 accuracy and like the SCAR assault rifles gets 8???).
It is a mess, someone needs to redo all accuarcy stats for all AR guns and then redo all ranges based on barrel lengths.
Now I don't care as much as it might seem from this post, I like having more guns than having them balanced.
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #245546]
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Sun, 28 February 2010 04:18
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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i dare to say most accuracy values are justified based on real world facts
if you're familiar with firearms you should know SCAR is the latest design with all the high tech shit and manufacture technique, according to FNH and Crane, SCAR is able to maintains sub moa accuracy at 300 yard.
now on the other hand, SVD and SVU are hardly sniper rifles by today's standard, their precision is not on the same level with SCAR. Normally they shoot 2 moa, with match grade (7N14) they could barely go 1 1/4 moa, and that's if the gun is russian made, not some friday 3pm job, in good condition and well tuned;
the M16 VIPERs are specially designed SBRs, to max out the performance of eugene stoner's design in close quarters. gotta pay a good deal of money for that, so of course they have uber stats.
but i have to admit some of these stuff is a little rough around the edge, but "it is a mess" is hardly what i had in mind.
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #245557]
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Sun, 28 February 2010 13:25
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Andris |
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Messages:80
Registered:October 2006 Location: Budapest, Hungary |
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I have not yet tried this version, Im bogged down playing with Tbirds fixed versions.
If I remember correctly, the vanilla game starts you off with a bunch of old mercs with a loadout you can buy in the local gun shop, and the only way the game stays hard and fun, is to find a balance between salvage, marketing, people skills, getting mines etc. Every time a enemy drops a gun, its like Christmas:)
1.13 didnt alter that in any way, it just expanded it in a good way, with all the options and setting it gives the player
DBB(IOV) is like a gift horse. Its free, it has good features, but it doesnt fit to the original (Western) atmosphere of JA2. The only way its fun for me is if someone nice like Tbird tweaks the xml's but even then I still have to limit myself, the way Tbird said by deleting weapons that kill the game balance in Drassen after the big counter attack.
Without xml fixes and "westernisation" its just a nice picture pack for me:(
I recently bacame a huge fan of Soviet and post Soviet weaponry, and I found the attachements and the possibility to mound them to be very inaccurate in the previous versions. I see no reason at all to limit modern AK's to Soviet attachments only, because all western external addons can be mounted with rail adapters, duct tape, tube clamps etc.
Instead of having plus 1000 weapons, I would live to have plus 200 with their real life attachments accurately implemented.
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Corporal 1st Class
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Re: DBB's Instruments of Violence mod 914[message #245560]
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Sun, 28 February 2010 14:02
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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ER5013Hmm thanks. I'll install a new game with HAM3.6 and then put it into my RR game.
i don't think that would work very well :bandit:
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Sergeant Major
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