Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » IoV (Current version: Revised 929v008)
Re: IoV (Current version: 928)[message #309663] Thu, 30 August 2012 18:29 Go to previous messageGo to next message
zwwooooo is currently offline zwwooooo

 
Messages:73
Registered:February 2009
@Sam_Hotte Oh...I see... friendslayer's problem, because IoV928 don't support this features.

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Corporal
Re: IoV (Current version: 928)[message #309710] Fri, 31 August 2012 21:46 Go to previous messageGo to next message
friendslayer is currently offline friendslayer

 
Messages:10
Registered:July 2005
Location: Aachen/Aix-la-Chapelle/Ak...
Dirt Modifier is no problem, it will not crash the game.
But now another question. Meanwhile i am playing svn 1534 with Arulco revisited and IoV rev. 44
Covert Ops skill is implented, but i get no garotte and no civil clothes. I am also not able to take off the clothes of the dead soldiers. Does someone else has got a solution for me? I want this covert ops skill while using IoV.

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Private
Re: IoV (Current version: 928)[message #309712] Fri, 31 August 2012 22:13 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
friendslayer
Dirt Modifier is no problem, it will not crash the game.
But now another question. Meanwhile i am playing svn 1534 with Arulco revisited and IoV rev. 44
Covert Ops skill is implented, but i get no garotte and no civil clothes. I am also not able to take off the clothes of the dead soldiers. Does someone else has got a solution for me? I want this covert ops skill while using IoV.


There is no garrotte, civilian clothes, corpse and other related items currently implemented in IoV.

You can't move any corpses because there's no item to spawn in your inventory, but I can fully confirm that you can dress up as an enemy - you must make sure that the kill is either a headshot or a hand to hand (unarmed) kill. You activate the option window using a knife on the corpse, like previously with decapitating them.

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Sergeant
Re: IoV (Current version: 928)[message #309781] Mon, 03 September 2012 20:42 Go to previous messageGo to next message
RRT_877 is currently offline RRT_877

 
Messages:59
Registered:May 2010
Can you please give the sight bonus, that the caps and boonies got, to the British Mk2 helmet too?

Can you please give the US Helmet the ability to accept NVG's?

I really don't know how do I made this happen, but thought the new quick inventory management, I can make 9mm Match Magazines out of CCE Shirts.

Can you please make an option to shoot .38 Special out of the .357 Magnum Revolvers? In the way the folding stock system works?

[Updated on: Wed, 05 September 2012 16:04] by Moderator

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Corporal
Re: IoV (Current version: 928)[message #309994] Tue, 11 September 2012 00:15 Go to previous messageGo to next message
KaneTheFlesheater is currently offline KaneTheFlesheater

 
Messages:11
Registered:November 2011
Hey, I have a small question.

Why were the Utility Knife + Lameboy and Utility Knife + Portable TV merges taken out? Was the X-Ray detector unbalanced, or is this an oversight? I looked through both merges lists in the XML editor, and both merges are nonexistent, although there are merges for the later stages of the tree (LameBoy Display + Cooper Wire etc.).

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Private
Re: IoV (Current version: 928)[message #309995] Tue, 11 September 2012 07:11 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
It seems "X-Ray Scanner" was replaced by "Commander's Digital Assistant". CDA has "x-ray device" flag.

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First Sergeant
Re: IoV (Current version: 928)[message #309999] Tue, 11 September 2012 11:28 Go to previous messageGo to next message
KaneTheFlesheater is currently offline KaneTheFlesheater

 
Messages:11
Registered:November 2011
Oh, and I was wondering what the CDA is for. Thanks Gambigobilla.

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Private
Re: IoV (Current version: 928)[message #310017] Wed, 12 September 2012 02:05 Go to previous messageGo to next message
KaneTheFlesheater is currently offline KaneTheFlesheater

 
Messages:11
Registered:November 2011
I don't know if editing a post bumps the thread, so I'll doublepost, and if it does, I'll merge and remove.

First question: Why are (for example) CMMG 7.3 and OA-93 considered machine pistols when they don't have any burst or auto? Also, Winchester 1873 Randal Custom? A machine pistol? Seriously?

Second question: Why weapons like PAW-20 Neopup (not used by any country, not adapted in warfare) MAX-41A (yeah it exists in how many units? one?), MG 81 Zwilling (mounted on aircraft in WWII), GSh-6-23 (a friggin' autocannon!), XM307 (a GIANT tripod-mounted grenade launcher) are considered [color:#FF0000]realistic[/color], when a Kord is considered [color:#FF0000]sci-fi[/color]? There IS an infantry bipod version of the Kord. Also, if the G11K2 is considered [color:#FF0000]sci-fi[/color] (it was issued to the Bundeswehr in about a 1000 units) then why the Gyrojet family isn't?

Third question: What is the TA/FCS Module for?

BUG FOUND: The retracted stock versions of Metal Storm MAUL, Mk16 and Mk17 are NOT considered [color:#FF0000]sci-fi[/color], even though their extended stock versions are flagged as such.

ALSO: There is a slight difference in artstyle between the IoV and 1.13 weapons, and I have no problem with that, but, for the love of gods, PLEASE change the AA-12 graphic, because it looks like drawn in MS PAINT using only two colors.

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Private
Re: IoV (Current version: 928)[message #310019] Wed, 12 September 2012 07:39 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
1. Probably the mod makers wanted to use them akimbo with their gunslinger/ambidextrous mercs.
3. It's an integral optics/sight for some guns. If you are seeing this as a separate attachment it should be a bug.
5. It pains me even looking at it.

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First Sergeant
Re: IoV (Current version: 928)[message #310020] Wed, 12 September 2012 09:38 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
2. Instruments of violence. Things which kill things.
This entire thing is pretty much a scifi mod, you know.

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Sergeant Major
Re: IoV (Current version: 928)[message #310021] Wed, 12 September 2012 10:29 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
KaneTheFlesheatr
Also, if the G11K2 is considered [color:#FF0000]sci-fi[/color] (it was issued to the Bundeswehr in about a 1000 units)
It wasn't. There was a total of 87 units ever produced - including all prototypes and evaluation rifles.

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Captain

Re: IoV (Current version: 928)[message #310023] Wed, 12 September 2012 12:04 Go to previous messageGo to next message
KaneTheFlesheater is currently offline KaneTheFlesheater

 
Messages:11
Registered:November 2011
Gambigobilla
1. Probably the mod makers wanted to use them akimbo with their gunslinger/ambidextrous mercs.


Yeah, but in AIMNAS (I don't know if in vanilla 1.13 also) and IRL the CMMG is a pistol and OA-93 has burst fire, which actually qualifies it as a MP

Gambigobilla
3. It's an integral optics/sight for some guns. If you are seeing this as a separate attachment it should be a bug.


I was seeing it in the XML editor and it has the sci-fi flag, so I asked, because I dunno if it seemed semi-realistic enough and if I should remove the flag. And thanks for explaining.

Slax
2. Instruments of violence. Things which kill things.
This entire thing is pretty much a scifi mod, you know.


Yeah, it may as well be (I wouldn't agree with you though), but I'm asking why a perfectly realistic gun is "sci-fi", while something, that couldn't be carried, held and shot by a simple man is considered realistic.

DepressivesBrot
It wasn't. There was a total of 87 units ever produced - including all prototypes and evaluation rifles.


Well, yeah, but no:

http://guns.wikia.com/wiki/H%26K_G11K2

the exact same thing is written on the other wiki, and on Modern Firearms, so yeah.

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Private
Re: IoV (Current version: 928)[message #310024] Wed, 12 September 2012 12:24 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
So there are 87 units of G11. Mike sure has connections and funds to acquire one but if i see another one in Arulco, now that's fiction.

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First Sergeant
Re: IoV (Current version: 928)[message #310025] Wed, 12 September 2012 12:30 Go to previous messageGo to next message
RRT_877 is currently offline RRT_877

 
Messages:59
Registered:May 2010
And it works .. I just used it ..

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Corporal
Re: IoV (Current version: 928)[message #310026] Wed, 12 September 2012 12:34 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
KaneTheFlesheatr
Well, yeah, but no:

http://guns.wikia.com/wiki/H%26K_G11K2

the exact same thing is written on the other wiki, and on Modern Firearms, so yeah.
Lol, that's a good one. So two wikis copy pasting from world.guns.ru (with wiki not even referencing the particular passage and wikia giving wiki and world.guns as the only sources) enhances the argument? The account on world.guns.ru is rather vague as well.

Got my number from this thread btw, the guy there cites this book

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Captain

Re: IoV (Current version: 928)[message #310027] Wed, 12 September 2012 13:27 Go to previous messageGo to next message
KaneTheFlesheater is currently offline KaneTheFlesheater

 
Messages:11
Registered:November 2011
@Gambigobilla: Yeah, go figure

@DepressivesBrot: I kinda trust MF more than some guy probably quoting a book. If I'd have read that book, and find that info there, then I'd believe, but in this way that's a nope.jpg

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Private
Re: IoV (Current version: 928)[message #310030] Wed, 12 September 2012 14:23 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
I kinda trust some guy quoting a book (your 'probably' is unjustified) more than the totally unsourced MF article.
Thus I propose we call it a draw and I let you believe that Latrinenparole, seeing that you won't find hard evidence for the 'about 1000' claim either.

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Captain

Re: IoV (Current version: 928)[message #310034] Wed, 12 September 2012 15:27 Go to previous messageGo to next message
KaneTheFlesheater is currently offline KaneTheFlesheater

 
Messages:11
Registered:November 2011
Well, he says he's quoting the book, but he may as well be pulling things out of his nose and saying it's right there, or saying the truth. That's why I'm writing "probably" and "if". And no problem, I'll believe my Latrinenparole and you go ahead an believe those plotki. Wink

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Private
Re: IoV (Current version: 928)[message #310863] Wed, 03 October 2012 01:59 Go to previous messageGo to next message
pnmartin is currently offline pnmartin

 
Messages:53
Registered:February 2010
KaneTheFlesheatr
Oh, and I was wondering what the CDA is for. Thanks Gambigobilla.


I know you weren't asking me, but I hope you don't mind me answering.

The CDA is essentially the X-Ray scanner from vanilla JA2. You can equip it and right-click to show enemy positions in the minimap (it's essentially simulating satellite imaging) the range is decently far, but not the whole map. Practically speaking, it's useful for finding that ONE LAST GUY on the map.

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Corporal
Re: IoV (Current version: 928)[message #311127] Fri, 12 October 2012 12:28 Go to previous messageGo to next message
Lokadamus is currently offline Lokadamus

 
Messages:16
Registered:July 2006
Location: Germany
I have no buttons by MERC. Sad
FreeBSD 9.1-RC2, Wine 1.5.14, JA2 Gold, Goc-man SCI and SVN IoV.
JA2 Gold + Goc-Man SCI work, but after install IoV MERC buttons gone away.
Any idea?

http://imageshack.us/photo/my-images/259/ja2iovbutton.jpg/

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Private
Re: IoV (Current version: 928)[message #311129] Fri, 12 October 2012 12:53 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Get the GameDir from SVN as well, the IoV SVN log even has a notice that you need r1533. goc_man's SCI was a one shot effort and is terribly outdated by now.

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Captain

Re: IoV (Current version: 928)[message #311131] Fri, 12 October 2012 18:12 Go to previous messageGo to next message
Lokadamus is currently offline Lokadamus

 
Messages:16
Registered:July 2006
Location: Germany
Ok, i updated GameDir and know MERC is avaible.
But why have sparky a sniper weapon? In original it is a hunter vest.

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Private
Re: IoV (Current version: 928)[message #311133] Fri, 12 October 2012 20:57 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Probably some mismatch/typo in the XML.

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Captain

Re: IoV (Current version: 928)[message #311134] Fri, 12 October 2012 21:17 Go to previous messageGo to next message
Lokadamus is currently offline Lokadamus

 
Messages:16
Registered:July 2006
Location: Germany
Other question: Why cost kit 5 from most person many more?
It looks like kit 5 is to high for most things.
But this is in 1.13 same.

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Private
Re: IoV (Current version: 928)[message #311135] Fri, 12 October 2012 21:22 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Because the idea behind kit 5 is probably to offer a real option for midgame hiring of new guys.

If you hire more mercs during midgame they look kinda silly when they only bring a pistol...

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Lieutenant

Re: IoV (Current version: 928)[message #311140] Sat, 13 October 2012 01:03 Go to previous messageGo to next message
Lokadamus is currently offline Lokadamus

 
Messages:16
Registered:July 2006
Location: Germany
Then make kit 5 no sense.
Why should i buy one person with pistols for 5.000$, when i can get them for 2.500$?
In midgame i have no interest in pistols (not this stupid pistols).
Some persons like brain have wrong kits. Kit 3 costs over 10.000$.

Next problem: every person from merc costs to much. I have a modified ja2_options.ini to get them at beginning. Numb cost now around 3000$, not 900. But he should just cost 900$. Flo have same error. Should cost 100$, but cost 900$. Other MERCs have same problem.

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Private
Re: IoV (Current version: 928)[message #311141] Sat, 13 October 2012 01:36 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
There are rumors that modders sometimes change stuff in the game ... like prices ... or kits ... or attributes :compcuppa:

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Captain

Re: IoV (Current version: 928)[message #311145] Sat, 13 October 2012 12:01 Go to previous messageGo to next message
Lokadamus is currently offline Lokadamus

 
Messages:16
Registered:July 2006
Location: Germany
DepressivesBrot
There are rumors that modders sometimes change stuff in the game ... like prices ... or kits ... or attributes :compcuppa:
Oh, my mistake. I forgot that in the next release weapons will have random prices. You see a price from 1000$, but bobby ray will take a price between 5 - 100.000$. Very good idea.
It will be better to show XXX as a price for day instead 150$ like haywire.

http://imageshack.us/photo/my-images/195/ja2mercprice.jpg/

It looks like there equipment will cost extra. Where is the info or button, so they not carry there equipment?

[Updated on: Sat, 13 October 2012 12:09] by Moderator

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Private
Re: IoV (Current version: 928)[message #311146] Sat, 13 October 2012 12:09 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Oh that, that's their kits being charged together with the first day's salary.

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Captain

Re: IoV (Current version: 928)[message #311147] Sat, 13 October 2012 12:13 Go to previous messageGo to next message
Lokadamus is currently offline Lokadamus

 
Messages:16
Registered:July 2006
Location: Germany
But i will get money back, when they go away(dismiss) and have there equipment, right?

[Updated on: Sat, 13 October 2012 12:13] by Moderator

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Private
Re: IoV (Current version: 928)[message #311148] Sat, 13 October 2012 12:15 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Since when do mercs keep their stuff?

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Captain

Re: IoV (Current version: 928)[message #311149] Sat, 13 October 2012 12:39 Go to previous messageGo to next message
Lokadamus is currently offline Lokadamus

 
Messages:16
Registered:July 2006
Location: Germany
Oh, for some hours, someone say:
There are rumors that modders sometimes change stuff in the game.

So, why should't MERC do this?
Why should MERC equipment cost something?
It looks like a feature like NCTH. Don't work, but is enabled by default. Great.

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Private
Re: IoV (Current version: 928)[message #311150] Sat, 13 October 2012 12:42 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Why should Biff give away his stuff for free? Why are you complaining that a sub-mod based on an unstable 1.13 revision entails changes?

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Captain

Re: IoV (Current version: 928)[message #311151] Sat, 13 October 2012 15:00 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Btw... that's probably IoV not keeping up with new 1.13 features (M.E.R.C. now has the option of starting kits as well, and the basic amount that gets charged for the kit will be the price of the stuff you buy, unless it is set to 0 in the xml for kit 1 and I think it is quite possible that those who are working on IoV didn't realize that this feature even existed...).

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Lieutenant

Re: IoV (Current version: 928)[message #311152] Sat, 13 October 2012 17:05 Go to previous messageGo to next message
188man is currently offline 188man
Messages:2
Registered:March 2012
Sure there's lots of features they didn't include like the food system just because food and water items and scripting is not in the game so you'll have to turn that off when starting a new game, or what about the dirt system it is present in the game but added weapons from the mod don't have that feature only the vanilla weapons have it.

I've been testing IOV recently and have not found a single grenade that has real fragmentation even though the grenade says that in the description, the shovel has no build mode yet even though the sandbags are in bobby rays there is just a rake of stuff to be added and tweaked.

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Civilian
Re: IoV (Current version: 928)[message #311206] Mon, 15 October 2012 09:53 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Don't forget about DB's attachment based MOLLE pouch system. UC-1.13 v3.75 has already dropped the IoV based M-LBE's for one based on this new feature. Still using the IoV type of MOLLE for the Carabiner system though.

[Updated on: Mon, 15 October 2012 16:13] by Moderator

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Lieutenant

Re: IoV (Current version: 928)[message #311209] Mon, 15 October 2012 11:17 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
@Lokadamus:
For the record, Kits are still free of charge in normal 1.13, so it is either a decision or an omission (I'd bet on the latter if I had to) of the IoV team.
If I knew so little about the current development (not a problem, very few are keeping track of this stuff), I wouldn't be so eager to shoot off my mouth elsewhere.

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Captain

Re: IoV (Current version: 928)[message #311217] Mon, 15 October 2012 20:16 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

rpg-7 rounds
Anti-Personnel High-Explosive Incendiary (HEI): Created for use in certain environments such as jungles and mountains, it has 900 steel balls and 2,000 to 3,000 incendiary pellets that scatter over a 15m radius on detonation.

Illumination Grenade: Equipped with a small parachute to suspend it in mid air while being used, its effective range is 600m with the braking ring and 1,500m without it.

never seen before in any any mod,these rounds can be interesting

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Sergeant Major
Re: IoV (Current version: 928)[message #312003] Tue, 13 November 2012 01:21 Go to previous messageGo to next message
Machete is currently offline Machete

 
Messages:14
Registered:February 2011
Location: Germany
I got a problem with the AIM-gearkits. After I hire a merc, they arrive at Omerta WITHOUT Bodyarmor and LBE-Gear.

I've followed the instructions on the main pages, + downloaded both patches.

Some suggestions what I could have done wrong? It's pretty annoying.

The mod looks impressive though, good job Smile

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Private
Re: IoV (Current version: 928)[message #312885] Sat, 08 December 2012 13:50 Go to previous messageGo to previous message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Any chance of an update? Lots of neat stuff got added through the last few months and it feels lackluster to me without the tons of IoV's equipment Smile

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Sergeant
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