Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » IoV 920 beta 1.1 for New Attachment System
Re: Era / Kit[message #266259] Thu, 04 November 2010 07:46 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
I hope I'm actually posting this in the right location. Smile Anyway, I started a new game using the latest beta build so I'm getting my first look at the New Attachment System. I tend to outfit my IMPs with above average equipment right from the start which is why I noticed this right off. I gave my IMP an FN SCAR-L SV. Supposedly it should be able to support an ACOG 4x or an ACOG Combo 4x scope. I'm trying to mount the combo version but no place in NAS will allow it. I double checked the valid attachments through the xml editor and Item 1004, "ACOG Combo 4x", is valid for this rifle. So then I opened up AttachmentSlots.xml and I notice there is never a reference to usAttachmentIndex=1004. I'm wondering if this is simply an oversite since NAS is still in Beta?

I'm also kinda curious about the way the NAS works. It looks as if each attachment slot is dedicated to specific attachments based on a specific type of weapon. For example, I see 17 different attachment slots that relate to silencers, suppressors, duckbill and chocks. I also see 5 slots dedicated to laser sights, 7 slots that deal with grips & bipods, and 22 slots dedicated to scopes. And it seems that NAS overrides Attachment.xml file meaning any new attachments have to be added to at least two locations (once in attachments.xml and at least once in attachmentslots.xml) I'm curious why you don't go with generic slots that determine valid attachments through the existing attachments.xml file?

For example: Rather then having the FN SCAR-L SV use uiSlotIndex=56 for it's scope slot, why not have a generic "scope slot", with all scopes listed as valid, then use attachments.xml to determine which scopes actually can be use by each gun. Basically both conditions have to be true before an item can be attached to a certain location:
IF(attachmentslot==AttachmentItem && attachment==gunItem) THEN allow attachment.

I'm hoping that makes sense the way I've written it. It just seems silly to have 22 different slots just for scopes.

Report message to a moderator

First Sergeant
Re: Era / Kit[message #266263] Thu, 04 November 2010 12:01 Go to previous messageGo to next message
ironmonger is currently offline ironmonger

 
Messages:56
Registered:February 2005
Location: Germany
I finally found out what the DDL rail is for - it can be combined with the L85A2 rifle to upgrade it to the A3-configuration, which allows more attachments. The new rifle doesn't take the SUSAT, while the picture shows it.

@ChrisL: try mounting the ACOG alone - on most rifles this opens up an additional slot for the Reflex sight (which you normally combine with the ACOG into a single item).

[Updated on: Thu, 04 November 2010 12:08] by Moderator

Report message to a moderator

Corporal
Re: Era / Kit[message #266277] Thu, 04 November 2010 16:02 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
ironmonger
@ChrisL: try mounting the ACOG alone - on most rifles this opens up an additional slot for the Reflex sight (which you normally combine with the ACOG into a single item).


I'd have to have given my IMP a standard ACOG 4x. I didn't. I gave him the ACOG Combo 4x. Is it the intention of NAS to make some attachments invalid?

Report message to a moderator

First Sergeant
Re: Era / Kit[message #266296] Thu, 04 November 2010 22:57 Go to previous messageGo to next message
Minty is currently offline Minty

 
Messages:110
Registered:July 2009
Location: UK
It's not NAS's fault, per se, Chris. Think of it more like the IoV team forgetting to disable that particular merger/item. And not putting failsafes into their attachment slots for inevitable "Oopses".

Report message to a moderator

Sergeant
Re: Era / Kit[message #266542] Tue, 09 November 2010 13:38 Go to previous messageGo to next message
RRT_877 is currently offline RRT_877

 
Messages:59
Registered:May 2010
Hi, I'm current in a short break play and I found some litte.

The machete, should fit on the players Back.

The Spear RBA has a desert camo but no camo bonus.

%Edit

Why, ballistic goggles don't fit on the ballcap?

%Edit

Why, is the Glock 18 Assault a one handed weapon?

%Edit

Why does the SAF Silcencia's big picture show an aimpoint but the small pic not?

%Edit

Why did you choose this ugly image of the fore grip, the old one was better.

%Edit

Why it the Pademptly of the XM8R, "0"?

%Edit

The C8A1 Pic shows an Elcan, but it don't has one.

%Edit

Why has the M3 Carbine a different single shot sound then the M1A1 Carbine?

%Edit

The M9 bayonet does not fit on all it's real compatible rifles, yet.


/Edit


I reworkes the EnemysItemChoise.XML and the Damadge GunChoise.XML

You can get them in the newest version of the ChoiseCollection 3.1.

http://www.esnips.com/doc/be4fedcb-f918-46a2-9df7-d103ecd4f3c9/ChoiseCollection3-1

Have fun, give feedback and feel free to change / use and re publish theses files.

[Updated on: Fri, 12 November 2010 23:40] by Moderator

Report message to a moderator

Corporal
Little Bug Report[message #267591] Tue, 30 November 2010 13:14 Go to previous messageGo to next message
RRT_877 is currently offline RRT_877

 
Messages:59
Registered:May 2010
The Arisaka's muzzleflash is not as visible as on other ww2 rifles, be cause of its long barrel and low propelling charge.

Fix: Add this line:
1

to the Arisakas items.xml Entry ( Line 32740 ).


The Lee-Enfield No.5 aka the Jungle Carbine, brings a default flash hider.

Fix: Add this line:
1613

to the Lee-Enfield No.5's items.xml Entry ( Line 32369 ).


The Multicam Ballcap should get a sight bonus in day light.

Fix: Add this lines:
10
20

To the Multicam Ballcap's items.xml entry ( Line 42848 ).


The UK Mk2 Helmet should get a sight bonus in day light.

Fix: Add this lines:
10
20

To the UK Mk2 Helmet items.xml entry ( Line 44488 ).


The CCE Boonie should get a sight bonus in day light.

Fix: Add this lines:
10
20

To the CCE Boonie items.xml entry ( Line 19728 ).


The Hat should get a sight bonus in day light.

Fix: Add this lines:
10
20

To the Hat's items.xml entry ( Line 6346 ).


The M14 w. FoldStock should get a Marksman 4x20 instead of an Aimpoint.

Fix: Change the following Line:
1811


In the M14 w. FoldStock's items.xml entry ( Line 28634 ).


Nadelunchers, with pistol grips should get a small BurstToHitBonus / AutoFireToHitBonus.

First the GP-30 and GP-25 ( Built-in ) shoulg get a bonus of 3.

Fix: add the following line:
3
3


To the GP-30's ( uiIdex 904 / Line 21794 ) and the GP-25's ( uiIndex 911 / Line 22008 )

[Updated on: Thu, 09 December 2010 00:55] by Moderator

Report message to a moderator

Corporal
Re: Little Bug Report[message #268080] Fri, 10 December 2010 16:55 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
So it's official now that HLTV has gone MIA?

Report message to a moderator

Sergeant
Re: Little Bug Report[message #268081] Fri, 10 December 2010 17:11 Go to previous messageGo to next message
Logisteric

 
Messages:3197
Registered:December 2008
Location: B
nope, awol may be

Report message to a moderator

Captain
Re: Little Bug Report[message #268112] Fri, 10 December 2010 20:16 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Well, HLTV last posted on 28th October. Pretty much MIA now for me.

Report message to a moderator

Sergeant
Re: Little Bug Report[message #268135] Sat, 11 December 2010 00:38 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
yeah i would like an update aswell . tried to get some info at the chinese forum but no luck Sad

Report message to a moderator

Master Sergeant
Re: Little Bug Report[message #268217] Mon, 13 December 2010 15:20 Go to previous messageGo to next message
RRT_877 is currently offline RRT_877

 
Messages:59
Registered:May 2010
Hi guys, we are planing to write a renact xml choise, wich army or armed force do you linke best to come first?

Report message to a moderator

Corporal
Re: Little Bug Report[message #268723] Tue, 21 December 2010 20:48 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
RRT877
Hi guys, we are planing to write a renact xml choise, wich army or armed force do you linke best to come first?

Uhm, GROM?
Razz

Report message to a moderator

Sergeant
Re: DBB's Instruments of Violence mod 914[message #269622] Sat, 08 January 2011 16:30 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

any news here? dead or alive project ? thx for reply

Report message to a moderator

Sergeant Major
Re: DBB's Instruments of Violence mod 914[message #271019] Sun, 23 January 2011 16:20 Go to previous messageGo to next message
Obscuritan is currently offline Obscuritan

 
Messages:9
Registered:May 2007
Apologies if this is already covered, searching didn't turn up any information about this issue

I'm using Tais' SCI for 1.13 beta (which includes HAM, STOMP and NAS) and I'm trying to get IoV 920 b1.1 to work, but I get an assertion failure for line 867 of Queen Command.cpp when the game tries to load the Rebel Hideout after Dmitri and Fatima speak. My install process is as follows:

Jagged Alliance 2 GOLD
1.12 patch
Tais' 1.13 SCI (SCI_113Beta_r4057_20110116.7z)
IoV 920 beta1 (ja2_1.13_mod_iov_920_beta1.7z)
IoV beta1.1 (Data-IoV_920_BETA_V1.1.rar)

Is there some kind of compatibility issue with Tais' newest installer and the current version of IoV? I walked my mercs down to san mona and engaged in a few skirmishes without issue, it's just entering the Omerta Rebel Base that causes this issue as far as I can tell.

It's definitely got to do with IoV somehow, as Tais' installer works fine by itself. Anyone have any ideas?

Report message to a moderator

Private
Re: DBB's Instruments of Violence mod 914[message #271024] Sun, 23 January 2011 18:00 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
a lot of stuff has changed in 1.13, IoV hasn't been keeping up with that, try an older release of my SCI, maybe that'll work better.
I keep some old releases in the Old folder inside the 1.13Beta folder

Report message to a moderator

First Sergeant

Re: DBB's Instruments of Violence mod 914[message #271129] Tue, 25 January 2011 03:46 Go to previous messageGo to next message
howareyou32 is currently offline howareyou32

 
Messages:424
Registered:March 2009
Location: New York, New York
Obscuritan
I get an assertion failure for line 867 of Queen Command.cpp


First thanks IOV, and Tais' combo.

Yep, I am having the same problem. It apply to all cave area. So, not more alien assault from us. Try few versions already, same problem. But, it did not really change the fun with 113IOV.

Report message to a moderator

Master Sergeant
Re: DBB's Instruments of Violence mod 914[message #271279] Wed, 26 January 2011 05:07 Go to previous messageGo to next message
Obscuritan is currently offline Obscuritan

 
Messages:9
Registered:May 2007
Looks like howareyou32's right - I hadn't tried other underground sectors but the three I've tested now (Omerta rebel base, San Mona mina, Orta underground) all cause the same error. I haven't tried with previous 1.13 releases but I'd prefer to wait until IOV is updated.

Report message to a moderator

Private
Re: DBB's Instruments of Violence mod 914[message #271322] Wed, 26 January 2011 17:03 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3714
Registered:February 2006
Location: Scotland
Quote:
Yep, I am having the same problem. It apply to all cave area. So, not more alien assault from us. Try few versions already, same problem. But, it did not really change the fun with 113IOV.


Good grief Howdy , I'm astonished you are actually talking about the game .. nice one .... Smile

Report message to a moderator

Captain

Re: DBB's Instruments of Violence mod 914[message #271433] Thu, 27 January 2011 03:53 Go to previous messageGo to next message
howareyou32 is currently offline howareyou32

 
Messages:424
Registered:March 2009
Location: New York, New York
Oh, they are too good to miss, very additive too. I am playing it nonstop for few days already, I think it actual damage my body a bit.....

Hey, lockie, how is the pain? If it is too much, smoke something something, it is natural and actually help you body. But, try not to take the pharma pain killers, cause they will give you more pain in the end.

Report message to a moderator

Master Sergeant
Re: DBB's Instruments of Violence mod 914[message #271439] Thu, 27 January 2011 04:10 Go to previous messageGo to next message
cdudau
codeine is very very addictive.
The acetaminophen destroys the liver.
You are better off growing your opium to extract codeine.
At least that is natural.

Report message to a moderator

Re: DBB's Instruments of Violence mod 914[message #271571] Fri, 28 January 2011 11:06 Go to previous messageGo to next message
howareyou32 is currently offline howareyou32

 
Messages:424
Registered:March 2009
Location: New York, New York
I get an

"assertion failure line 166 in file creature spreading cpp attempting to.....
could not find underground sector node (J8b_3) that shoudl exist"

after a battle. anyone got the same problem?

Report message to a moderator

Master Sergeant
Re: DBB's Instruments of Violence mod 914[message #271740] Sat, 29 January 2011 10:38 Go to previous messageGo to next message
howareyou32 is currently offline howareyou32

 
Messages:424
Registered:March 2009
Location: New York, New York
Just solved that problem. One can only have two mines. The third mine will trigger bugs attack and then the system fail. But, all other areas are fine to have. Ok, continue my battle with the queen.

Report message to a moderator

Master Sergeant
Ballistic Computer![message #272244] Thu, 03 February 2011 01:24 Go to previous messageGo to next message
Ethereal is currently offline Ethereal
Messages:2
Registered:January 2011
Location: NYC
HLTV
thermal imager: put it in your hand and use it like binos

ballistic computer: attach it to a 24x scope, then attach an AN/PEQ-2 to the whole thing.

ready mag: attach it to AR15 type rifle, makes it cost less APs to reload.

supposedly it should be able to carry a STANAG on your rifle receiver, but as of now you only have 4 slots for attachments. until new attachment system come out this will have to do.


Well lets see if I post this in a forum close to the right one; apologies in advance if I blow it. Smile

I attached the a ballistic computer to my Sako TRG 42 sniper rifle and had the joy of watching the to-hit modifier drop from +22 to -40; the DOS 4.0 effect. I look inside the ballistic computer and find attachment slots and fool around, waste few hours looking for attachments. No good. So, I come to Bear's Pit and see the above post. Hmm...Ballistic computer, check...AN/PEQ-2A, check....24x scope...HUH? Okay, where do I find a 24x scope? Oh, wait...I'm not playing Instruments of Violence, I'm just using STOMP/HAM - does it still work, or maybe it got included? Thermal Imager sounds like fun, I might have to modify again to get that item.

BTW, I've been playing JA2 a long time (started back when JA:DG was current), and I must say nothing is better than JA2 for putting me in my place. I used to think of myself as a decent tactician and strategist. Then I started reading the forums here and realized I have no imagination and few skills. Smile Hubris--->Ate. OTOH, I have learned a heck of a lot here (starting with various ways of surviving the Drassen Counter Attack). So, thank you to all the developers, testers, players, admins, and all the rest. This duffer appreciates it.

Report message to a moderator

Civilian
Re: Ballistic Computer![message #272295] Thu, 03 February 2011 09:22 Go to previous messageGo to next message
howareyou32 is currently offline howareyou32

 
Messages:424
Registered:March 2009
Location: New York, New York
Ethereal
I'm not playing Instruments of Violence, I'm just using STOMP/HAM - does it still work, or maybe it got included?


You must install "IoV 920 beta 1.1 for New Attachment System" to have ballistic computer in game, but I do not use it that much, cost too much ap to fire and the bonus are not that good, better with 24x and -ap sign.

Report message to a moderator

Master Sergeant
Re: Ballistic Computer![message #272300] Thu, 03 February 2011 10:08 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1503
Registered:December 2008
Hi Ethereal, Welcome to the board!! Very Happy

Report message to a moderator

Sergeant Major

Re: Ballistic Computer![message #272350] Thu, 03 February 2011 15:29 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2704
Registered:June 2008
Location: Bremen, Germany
howareyou32
You must install "IoV 920 beta 1.1 for New Attachment System" to have ballistic computer in game, but I do not use it that much, cost too much ap to fire and the bonus are not that good, better with 24x and -ap sign.



He could also have ASIMNAS installed...

Ballistic Computer only works well, if the merc is prone. In AIMNAS the computer has a very high prone bonus to offset the high general to hit penalty.

Report message to a moderator

Lieutenant

Re: Ballistic Computer![message #272500] Fri, 04 February 2011 01:07 Go to previous messageGo to next message
howareyou32 is currently offline howareyou32

 
Messages:424
Registered:March 2009
Location: New York, New York
smeagol
He could also have ASIMNAS installed...

Ballistic Computer only works well, if the merc is prone. In AIMNAS the computer has a very high prone bonus to offset the high general to hit penalty.


oh, new thing. what it is?

Report message to a moderator

Master Sergeant
Re: Ballistic Computer![message #272520] Fri, 04 February 2011 08:26 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
Registered:January 2008
By any chance has anyone tried playing with scifi mode off to see if the three mines bug still happens?

My guess is using the queens breath for flamthrower is causing the crash.

But I haven't done any testing yet, so I could be way off.

Dh

Report message to a moderator

Sergeant
Re: Ballistic Computer![message #272622] Fri, 04 February 2011 21:14 Go to previous messageGo to next message
Ethereal is currently offline Ethereal
Messages:2
Registered:January 2011
Location: NYC
I'm wondering if I can just install it and continue the game I'm playing, since I'm very near the end. I suppose I can always image the directory as a fall back and just try it...any thoughts? IoV seems like a great add-on, but I'm also wondering (politely, politely) um, just how beta is it? Smile

@Dieter: Thanks, and hiya

Report message to a moderator

Civilian
Re: Ballistic Computer![message #273668] Wed, 16 February 2011 03:31 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
Registered:January 2008
Just to let others know, I tried this on the current Tais SCI with sci-fi turned off, and it crashed as soon as you went underground, including to talk to miguel for the first time.

So, at least for now, lets call this unplayable.

DH

[Updated on: Thu, 17 February 2011 04:46] by Moderator

Report message to a moderator

Sergeant
Re: Ballistic Computer![message #278494] Sun, 24 April 2011 11:50 Go to previous messageGo to next message
pripyatsurvivor is currently offline pripyatsurvivor

 
Messages:12
Registered:November 2009
Location: Aiming you...
Hi guys,

got a question: are there any kind of problems(like bugs or ctd's)when I use IoV with AIMNAS WF6.06?

EDITH: And what about DBB?

[Updated on: Sun, 24 April 2011 11:52] by Moderator

Report message to a moderator

Private
Re: Ballistic Computer![message #278495] Sun, 24 April 2011 11:53 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3647
Registered:July 2009
You mean, aside from the fact that it won't work?
You can't just combine two item mods.

Report message to a moderator

Captain

Re: Ballistic Computer![message #278496] Sun, 24 April 2011 11:53 Go to previous messageGo to next message
Logisteric

 
Messages:3197
Registered:December 2008
Location: B
no

i wouldn't call it exactly a problem that it just doesn't work

if you want to combine two item-mods you need to do that file by file and you will most likely fuck it up

Report message to a moderator

Captain
Re: Ballistic Computer![message #278611] Tue, 26 April 2011 02:06 Go to previous messageGo to next message
pripyatsurvivor is currently offline pripyatsurvivor

 
Messages:12
Registered:November 2009
Location: Aiming you...
ok, that makes sense...

I finally downloaded IoV and wanted t start a new Game but WTF? The Mercs have no starting equipment?!?
I tried the normal ja2.exe (no starting gear), then the IoV exe, which did not even work (some kind of ''runtime error'').

What have I done wrong? Any ideas?

Report message to a moderator

Private
Re: Ballistic Computer![message #278612] Tue, 26 April 2011 02:12 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
They have fists, knock dowm enemies for their guns Smile

Hmmm, dont know what you have done wrong.

[Updated on: Tue, 26 April 2011 02:13] by Moderator

Report message to a moderator

First Sergeant
Re: Ballistic Computer![message #278613] Tue, 26 April 2011 02:21 Go to previous messageGo to next message
pripyatsurvivor is currently offline pripyatsurvivor

 
Messages:12
Registered:November 2009
Location: Aiming you...
Dammit, that was a fas answer! Ok, then Bull and Grizzly (aka Bud Spencer & Terence Hill), fistfight against machine guns and grenades (i'm looking forward for the tanks!).
Mwahahaha! this gonna be fun!

Report message to a moderator

Private
Re: Ballistic Computer![message #278675] Tue, 26 April 2011 16:04 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
I'm busy on a small project of mine concerning IoV, since they completely stopped developing IoV @ 920 beta1 I am trying to adapt it to the current state of 1.13.

This project might take a short time before I can call it usable, might also have to try and get some sort of permission from D-boy or someone else who did development on this.

Report message to a moderator

First Sergeant

Re: Ballistic Computer![message #278678] Tue, 26 April 2011 17:41 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
Tais
I'm busy on a small project of mine concerning IoV, since they completely stopped developing IoV @ 920 beta1 I am trying to adapt it to the current state of 1.13.

This project might take a short time before I can call it usable, might also have to try and get some sort of permission from D-boy or someone else who did development on this.


that sound interesting. so do you plan on incorporating the changes to the source code they made ie malfunction rates and "working" molle pockets?

cant wait Smile

Report message to a moderator

Master Sergeant
IoV 920 beta 1.1 for New Attachment System[message #278680] Tue, 26 April 2011 18:02 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
well anything exe related is impossible as i dont have access to their changed source code, at the moment it's just xml based

Report message to a moderator

First Sergeant

Re: IoV 920 beta 1.1 for New Attachment System[message #278681] Tue, 26 April 2011 18:07 Go to previous messageGo to previous message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3647
Registered:July 2009
Shadow21
"working" molle pockets?

They had an actual MOLLE system? I was only aware of this wannabe variant using leg rigs.

Report message to a moderator

Captain

Previous Topic: Re: LockNLoad! Released (Old Traits Restored, 5 Starting Kits)
Next Topic: JA2 1.13INSANE maps
Goto Forum:
  


Current Time: Fri Jun 27 12:35:36 GMT+3 2025

Total time taken to generate the page: 0.02501 seconds