Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » IoV 920 beta 1.1 for New Attachment System
Re: DBB's Instruments of Violence mod 914[message #251455] Wed, 12 May 2010 21:30 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1482
Registered:March 2009
Location: Broadwurschd-City
I do think U have 6,489,365 saves which all do have one thing in common.

Your IMP Lockie had been shot by the first landing in Arulco :bawling: :sadyellow: :yikes:
Re: DBB's Instruments of Violence mod 914[message #251456] Wed, 12 May 2010 21:32 Go to previous messageGo to next message
lockie

 
Messages:3840
Registered:February 2006
Location: Scotland
Quote:
our IMP Lockie had been shot by the first landing in Arulco
Only during the first 8 years of trying , my IMP hides out till the others have won the day !! Very Happy


Re: DBB's Instruments of Violence mod 914[message #251473] Thu, 13 May 2010 02:49 Go to previous messageGo to next message
pnmartin

 
Messages:53
Registered:February 2010
lockie
Why not just make another install and try out various mods / patches together ?
I have at least 20 different installs of all JA games / mods , though it is taking forever to finish any of them Embarrassed

See, now you're just being logical. Razz
Re: DBB's Instruments of Violence mod 914[message #251483] Thu, 13 May 2010 10:11 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
i think in order to make DBB mod some what balanced once it became compatible with new attachment mod (shouldn't have any problem at all if you ask me), we shall give accessory weight penalties. cuz everyone's tacticool weapon will be outfitted with every damn thing they can get their hands on, gonna look like some redneck's christmas trees.
Re: DBB's Instruments of Violence mod 914[message #251528] Fri, 14 May 2010 05:08 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
Dont accesorys already increase weapon wieght and size anyway? Unless you mean increasing it further. Which may make sense for balancing purposes.

One thing I would like to see the DBB mod add is a new piece of LBE for pistols equiped with silencers. Its one of the small nagging things that bothers me when I have to use SMG Holsters to fit my pistols that have silencers equiped. Or maybe just tweak one of the previous items to increase its size holder. Like the pistol rig for instance.
Re: DBB's Instruments of Violence mod 914[message #251538] Fri, 14 May 2010 07:09 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
steelfallenangel
Dont accesorys already increase weapon wieght and size anyway? Unless you mean increasing it further. Which may make sense for balancing purposes.

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


they sure do increase weight and size, but it's barely noticable when your character can carry 80 lbs of equipment without breaking a sweat.

i was talking about weight penalty---cost more APs to raise weapon and stuff. the tiny optics and lasers gives little to none, but heavy ones like large silencer and grenade launcher will cost you a few more APs.

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

Re: DBB's Instruments of Violence mod 914[message #251542] Fri, 14 May 2010 10:27 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
Yea that would be good enough. I just think its odd that even playing on good or great BRs selection you don't get holsters like that for quite a long time. If anything the SMG holster should be placed much further down the que since the sort of guns it can hold are pretty dang ridiculus. Some SMGs make sense but a MP5 cut down model is pretty close to drawing the line.
Re: DBB's Instruments of Violence mod 914[message #251588] Sat, 15 May 2010 02:42 Go to previous messageGo to next message
Vict

 
Messages:36
Registered:February 2009
Small bug I've noticed in the recent version of DBB/IoV:

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

Small oversight, though it can be a huge balance error. It can give a buckshot/flechette 150m shotgun a range of 210m-220m and an extra +15 to hit. Slap a CORSAK laser and a mid-range 7x scope on to a Russian shotty, and you have a rather efficient one-shot DMR that only requires around 12 ap to shoulder and 20 to fire.
Re: DBB's Instruments of Violence mod 914[message #251640] Sat, 15 May 2010 21:29 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
steelfallenangel
Yea that would be good enough. I just think its odd that even playing on good or great BRs selection you don't get holsters like that for quite a long time. If anything the SMG holster should be placed much further down the que since the sort of guns it can hold are pretty dang ridiculus. Some SMGs make sense but a MP5 cut down model is pretty close to drawing the line.


i just asked Dboy and he said only the BHI tactical holster can hold silencered pistol, it's one size bigger than the rest.
i dont think there's a way around that, unless you remove the silencer's size penalty.

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

Re: DBB's Instruments of Violence mod 914[message #251642] Sat, 15 May 2010 21:49 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Quote:
Small bug I've noticed in the recent version of DBB/IoV:

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

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



shotgun's always been a pain in the butt

in vannila it's way too weak, in DBB it's (maybe) a little OP.

In real life tho, especially in the police force, shotgun has a really high fire/hit ratio compared to carbines and pistols, you can say every other cop pulls out of a shotgun out of his patrol car and fire his buckshot, some one's getting hit. I, too, carried a shotgun for years and it's my preferred close quarter/home defense weapon.

we tried to put implement this fact into DBB by raising it's effective range (since the game's CTH system is mainly based on this value). i think we should keep this effective range but change the spread pattern to a much wider spread after 50 meters (in real life it would be 25 meters or so, but i dont think people will appreciate this fact. not until big map project becomes real), so at 150 meters, even if you have 99% cth, few (maybe none) of the pellets will score a hit.

it would make more sense than, for example, setting the effective range to 5 and having the spread pattern remain the same, then you fire buckshot at a target at 6 tiles away, all your pellets went left or right by a tile.

[Updated on: Sat, 15 May 2010 21:59] by Moderator

Re: DBB's Instruments of Violence mod 914[message #251668] Sun, 16 May 2010 08:03 Go to previous messageGo to next message
tbird94lx

 
Messages:690
Registered:April 2002
Location: ohhhhhh canada
cops dont use buckshot..the scatter is problem..could hit innocents..they use slug


Re: DBB's Instruments of Violence mod 914[message #251673] Sun, 16 May 2010 09:47 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
HLTV
steelfallenangel
Yea that would be good enough. I just think its odd that even playing on good or great BRs selection you don't get holsters like that for quite a long time. If anything the SMG holster should be placed much further down the que since the sort of guns it can hold are pretty dang ridiculus. Some SMGs make sense but a MP5 cut down model is pretty close to drawing the line.


i just asked Dboy and he said only the BHI tactical holster can hold silencered pistol, it's one size bigger than the rest.
i dont think there's a way around that, unless you remove the silencer's size penalty.

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




I agree with the ammo idea since its a pain when emeny patrols drop firearms that you wont find ammo for for quite a while even if its a common round. As for LBE gear I feel some of that may be a problem. Now I keep jumping around mods so I forgot if its in this one or not but several LBE gear pieces offer particular bonus's or penatlys like increased camo ratings. It would make particular pieces almost useless due to other ones just being outright better. Outside of looks of course
Re: DBB's Instruments of Violence mod 914[message #251704] Sun, 16 May 2010 21:29 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
some police department might have that policy such as LAPD, but many others uses both

slug has overpenetration issue which is more of a problem, it will go thru car doors and remain lethal.

federal was selling "tactical" buckshots, which were popular among the police force, because the name tactical on it Very Happy

in fact it's just a reduced-charge shell.
Re: DBB's Instruments of Violence mod 914[message #251710] Sun, 16 May 2010 21:50 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
i think instead of doing that we can raise the price on the "better" LBE gears sold on BR, so early on you might get it but, it's gonna cost you.

after all the main function of LBE gear is to hold stuff. it's kind of annoying constantly changing your LBE gear as the game progresses, dropping all your stuff and pick'em up, re-arrange, etc.

Re: DBB's Instruments of Violence mod 914[message #251738] Mon, 17 May 2010 08:23 Go to previous messageGo to next message
Kaerar

 
Messages:2046
Registered:January 2003
Location: Australia :D
You don't have to drop everything, exchange the LBE and the surplus items are redistributed into spare backpack space I believe.


Re: DBB's Instruments of Violence mod 914[message #251796] Tue, 18 May 2010 08:10 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
hey i just had a idea the other day about a type of item that I dont believe exists ingame.

Has anyone ever done a riot or entry shield?

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

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

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

Just a idea to throw out there
Re: DBB's Instruments of Violence mod 914[message #251798] Tue, 18 May 2010 09:21 Go to previous messageGo to next message
lockie

 
Messages:3840
Registered:February 2006
Location: Scotland
What real purpose would it serve ?


Re: DBB's Instruments of Violence mod 914[message #251800] Tue, 18 May 2010 09:49 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
Perhaps riot shield was the wrong term to use. I meant o more imply a entry shield that would be used as a heavy bullet sponge to enter rooms that your not sure about or to act as a psuedo portable cover to get another soldier a cleaner shot while standing without nearby natural cover

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

Even if you tried to balance it it would probally still be fairly OP but that could be alievated by setting it only as a sci fi option or making it one of the last pieces to be added to bobby rays
Re: DBB's Instruments of Violence mod 914[message #251859] Wed, 19 May 2010 01:14 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
lol, when i read the first line i hope you dont mean that plastic thing in CoD 6 that can block a direct RPG hit.

well, i guess you can add an entry shield into IoV, but aren't ppl complaining about having too many random junks already?

imagine this picture, you're fighting a third world country's 20 men patrol in a jungle, who armed themselves with the most diversed and random armaments world's ever known: AKs, ARs, FALs, G3s, some cheapass chinese rifle, and among them one guy is holding a SWAT NIJ IIIA entry shield.

the only place to see this thing in Alruco is, maybe, the two airports, and on the elite guards (i use that term loosely) of the queen's palace, but that's beyond IoV.
Re: DBB's Instruments of Violence mod 914[message #251860] Wed, 19 May 2010 01:44 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
no i didn't mean the plastic thing from cod but rather the thick heavy metal ones with merely a small bulletproof window slit.

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

Re: DBB's Instruments of Violence mod 914[message #251863] Wed, 19 May 2010 06:33 Go to previous messageGo to next message
Hague

 
Messages:9
Registered:October 2008
It could be done now. The issue is animating it. Basically, it's a piece of armor that gives coverage to the head and chest. It's coverage rating is great but it should have a terrible reliability rating.

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

[Updated on: Wed, 19 May 2010 06:45] by Moderator

Re: DBB's Instruments of Violence mod 914[message #251867] Wed, 19 May 2010 07:40 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
dang I was hoping it would avoid such a drastic change to the code.

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

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

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

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

[Updated on: Wed, 19 May 2010 07:43] by Moderator

Re: DBB's Instruments of Violence mod 914[message #251870] Wed, 19 May 2010 10:31 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3742
Registered:July 2009
If you design it to go in hand slot, why use pistol as attachment? Make it one handed but so heavy that even Grizzly couldn't carry two of them. That way you could use the shield in one and the pistol in the other hand. Oh, and it shouldn't be to strong. I don't know the exact composition of these things, but I doubt it will stop high caliber armor piercing rounds and forget about rockets.
Just a thought on the best behavior of that thing. Its usefulness and wether it fits in the setting is another topic entirely. And I don't even want to begin about 'effort to implement' versus 'usefulness'.


Re: DBB's Instruments of Violence mod 914[message #251871] Wed, 19 May 2010 10:37 Go to previous messageGo to next message
Hague

 
Messages:9
Registered:October 2008
Well, you can make it into a HANDPOS only item that has it's own armor class called in the TotalArmorProtection function. Then add a function that checks the target's relative position to the firer (already called in the TotalArmorProtection function) So it will check if the item is ARMOURCLASS_SHIELD and in a hand position. Alternately, you can allow people to use assault rifles with shields but add an exponential CtH penalty based on the size. Probably externalize the figure so you can choose what the smallest penalized size is: CTH penalty = Weapon size^2 or some other figure.
Re: DBB's Instruments of Violence mod 914[message #251920] Thu, 20 May 2010 10:30 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
check this out. might not solve protection-direction problem but everything else.

Baker Ballistic Patrol "BatShield" is this flexible ballistic shield designed to "free" the wielder both hands to operate firearms.

this is the introduction video.

http://www.youtube.com/watch?v=abENDwQb2fA

this is a live fire testing video, i think this shield is NIJ level IIIA or less.

http://www.youtube.com/watch?v=nhGZmXE4tNI&feature=related

since it kinda "frees" your hands when you shoot (and thrown on the back when not using), you can set it as an armor attachment, with an AP penalty to movement & action, and aiming penalty, since it adds 12 pounds of weight on your support arm. dual wielding might be another issue....

last but not least, we need people to draw the pictures Sad
Re: DBB's Instruments of Violence mod 914[message #251923] Thu, 20 May 2010 11:54 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3742
Registered:July 2009
Quote:
Baker Ballistic Patrol "BatShield" is this flexible ballistic shield designed to "free" the wielder both hands to operate firearms. [...] since it kinda "frees" your hands when you shoot (and thrown on the back when not using), you can set it as an armor attachment,

Yeah, he shows that you can use a carbine while carrying the shield, but the limited differentiation in game would allow for anything up to 7.62x51mm machine guns and .50 anti material rifles.

Quote:
i think this shield is NIJ level IIIA or less.

Yep, it is (defense review, BatShield)

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


Re: DBB's Instruments of Violence mod 914[message #251968] Fri, 21 May 2010 04:08 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
well, just an idea, personally i wouldn't want this in game, IoV has too much junk in the trunk already.

it wouldn't be realistic anyway, because it would have 360 degrees of protection in game.

and having this as an armor insert will not increase the value of armor coverage area either : ( (neither does ballistic goggles and faceshield at this moment)
Re: DBB's Instruments of Violence mod 914[message #251975] Fri, 21 May 2010 10:30 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
Well its a pity that this is a wash idea but it made me think of something else.

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

I don't believe ive seen the Masterkey underslung shotgun or the Lemat Revolver http://en.wikipedia.org/wiki/LeMat_Revolver (a crazy weapon consdering it really didn't have many design flaws)
Re: DBB's Instruments of Violence mod 914[message #251977] Fri, 21 May 2010 11:58 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
the game ain't programmed that way, exactly how, that's beyond my knowledge

Re: DBB's Instruments of Violence mod 914[message #251980] Fri, 21 May 2010 15:53 Go to previous messageGo to next message
Minty

 
Messages:112
Registered:July 2009
Location: UK
The Masterkey's one of those attachments that gets requested rather regularly. And the answer's always been the same: Currently, there's no way to implement weapons *other* than grenade launchers as attachments.

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

Short answer: Masterkey's been requested often, can't be done.
Re: DBB's Instruments of Violence mod 914[message #252057] Sun, 23 May 2010 04:44 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
Thats what I figured. It probally could be done in some weak fashion (a maskerkey using the code for a gernade launcher using a specail type of shotgun shell that uses the gernade launcher ammunition code and just give it a extremanly small blast and no shockwave.

But thats alot of work for a half assed attachment
Re: DBB's Instruments of Violence mod 914[message #253173] Sat, 05 June 2010 19:47 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
HLTV, a future version of the UC/DL/Folding Stock 1.13 Hybrid is in the works, and I'd like to take advantage of the DBB mod's standing offer for other mods to make use of graphics. Thought I should check in with representatives of it in its current form for permissions and specific credits.

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

Guns Graphic Libary
313 QBZ-95
314 QBZ-95B
315 QBB-95 LSW
318 QBU-88
303 Type 05
058 IWI Tavor TAR 21
449 IWI Tavor CTAR 21
763 IWI Tavor MTAR 21
564 IWI Tavor-2 SMG
545 Kel-tec RFB Carbine
546 Kel-tec RFB Target
304 Chang Feng SMG
302 QSZ92
849 H&K IAR
852 Colt IAR
853 LWRC IAR
246 GIAT FAMAS F1
555 Beretta PX4 Storm
455 Beretta RX4 Storm
803 Beretta ARX-160
462 KBP PP-2000
674 Ruger Mini-68
565 Vektor CR21
714 AK-9
879 H&K GR9
294 SAR-21 MMS
452 SAR-21 Standard
897 SAR-21A
395 Para Ordnance P14.45
396 Para Ordnance Slim Hawg
380 MacMillian Tac-50
378 Barrett M82A1M
810 Brick


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

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


Re: DBB's Instruments of Violence mod 914[message #253184] Sun, 06 June 2010 03:23 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Wil473:

Permission Granted! /salute

feel free to use anything you like. if your drawing is better we might use yours Very Happy

but just a question on the side, wth do you need the brick for?
Re: DBB's Instruments of Violence mod 914[message #253206] Sun, 06 June 2010 11:06 Go to previous messageGo to next message
lockie

 
Messages:3840
Registered:February 2006
Location: Scotland
He's building a house ? Outhouse maybe , for those 'must dash' moments ?


Re: DBB's Instruments of Violence mod 914[message #253245] Mon, 07 June 2010 04:43 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
the brick in DBB mod is not meant for construction, it's for death and destruction.

edit: forgot to mention, version 916 beta just came out with a bunch of tweaks, but only the chinese version so far.

916 will require its own EXE to work properly, because ammo will now give a percentage range bonus, so the value is dynamic. playing without the new exe will result in a huge cut on all weapons' effective range: handgun shotgun and SMGs won't hit the broad side of a barn and sniper rifles must be used in CQB...

if you play stomp or ham, don't worry, there will be stomp_iov.exe and ham_iov.exe eventually

my concept of effective-range-based-on-aiming-device is yet to be implemented : (

[Updated on: Mon, 07 June 2010 04:52] by Moderator

Re: DBB's Instruments of Violence mod 914[message #253246] Mon, 07 June 2010 06:20 Go to previous messageGo to next message
pnmartin

 
Messages:53
Registered:February 2010
Ah, but will there be HAM-STOMP-IOV eventually?

Re: DBB's Instruments of Violence mod 914[message #253252] Mon, 07 June 2010 09:13 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
when was the last time stomp upd...hell, when was last time i see sandro?

edit: i thought 1.13 merged HAM already, unless you want to play the newest version of HAM.

i don't know what's going on overthere, but are they gonna merge stomp too? if so that would be music to our ears.

[Updated on: Mon, 07 June 2010 09:15] by Moderator

Re: DBB's Instruments of Violence mod 914[message #253265] Mon, 07 June 2010 12:33 Go to previous messageGo to next message
Logisteric

 
Messages:3283
Registered:December 2008
Location: B
no stomp did not go ham - someone made a newer hamstomp
Re: DBB's Instruments of Violence mod 914[message #253286] Mon, 07 June 2010 18:06 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Thank you HLTV. Is there a list somewhere of specific artists? I didn't see a readme in IoV 915, and that website that used to have the list I don't think has worked for my end of the world for some time now.

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

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

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

[Updated on: Mon, 07 June 2010 18:31] by Moderator



Re: DBB's Instruments of Violence mod 914[message #253320] Tue, 08 June 2010 00:36 Go to previous messageGo to previous message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
try http://ca.gun-world.net/ja2mod/p.htm

it's a mirror site for ppl outside of China.

i dont think the list is up to date tho. pictures of the most recent updates are done by a bunch of people that i cannot name specificly, credit them however you want, it's not like us chinese people had any respect for copyrights.

as for the stability of IoV mod..the most common CTD occurs when you use the hotkey to sell all items in sector (i'm not certain if this happens a lot without DBB/IOV). besides that and gameplay balancing issues (enemies wearing EOD armor, etc), people haven't had any issues with stability.
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