Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UB Vietnam SOG'69 » Vietnam SOG 69 Patch
Vietnam SOG 69 Patch[message #76449]
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Mon, 28 October 2002 22:56
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Becoming X |
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Messages:102
Registered:July 2001 Location: Canada |
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Hi
I'm working on a Patch for my SOG '69 mod. I just wanted to start a thread where I could get people to list problems they've had. By problems I mean game crashing probs. I would like to eliminate as many of the crashes as possible as well as make expert play possible.
So far I've fixed:
-Item Descriptions for the old SG items
-missing speech file 067_025 (sarge)
-missing speech file 097_045 (Bullock)
-N9 has 32 enemies for Expert Play
-probs fixed in H15 and N13
-trying to add in nvg's
List other probs in this thread.
Thanks
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Sergeant
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Re: Vietnam SOG 69 Patch[message #76450]
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Tue, 29 October 2002 01:08
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Vurt |
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Messages:254
Registered:October 2002 Location: Calgary, Canada |
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First off, I just wanted to add my voice to the burgeoning masses in saying I loved your Vietnam SOG'69 campaign!
One easy thing you might want to consider changing, however, is making the passwords in the zips all in uppercase. The reason being that the JA2 engine displays all description text in uppercase, with the capital letters being slightly larger, and it's not immediately obvious that what is uppercase in the game should be lowercase in the zip! It took me a while to figure that one out, and from a couple messages in another thread, I'm not the only one.
But all in all, great mod!
Vurt
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Master Sergeant
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Re: Vietnam SOG 69 Patch[message #76457]
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Tue, 29 October 2002 21:25
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jona |
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Messages:19
Registered:October 2002 Location: germany |
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Hello BecomingX- and all the others....
I'm new here and I havent gott very far (yet) in your sog campaign.... but I noticed, that the xray-detector isnt working, at least I cannot put batteries in it....
Is this on purpose? Otherwise please fix it.
Maybe there will never be the chance not to find the last enemy in a sector, so it isnt really needed, but who knows....
Hmm, I would like Vince back in Sector I11, if it is possible with minor efforts....
Anyone else can ignore him anyway....
What about Eve? Why was she dropped?
I would also like some Extenders or Rod&Springs or -better- their components; but again, perhaps I am only impatient ....
Concerning Betty: How can the BC Quest implemented at all in ANY Campaign ?
Inserting some Cats in the map wont do (I tried!)
I had these problem experienced first in Deutschers "Hard-to-Die" Campaign, but luckily it could be fixed...
Another thing: It would be great (for realism) if you would join the sectors of Varrez using some teleports (thats the way it was done in "HtD" too!)
Perhaps I am stupid, but are there really no Mine detectors ? At least IO couldnt find any....
Again something dropped by purpose?
A lot of wishes, but perhaps some of them will find their way in sog.
Oh, I almost forgot - this campaign is GREAT!
(at least so far)
Greetings
Jona
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Private
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Re: Vietnam SOG 69 Patch[message #76464]
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Wed, 30 October 2002 09:58
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Uzi |
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Messages:69
Registered:March 2000 Location: Helsinki, Finland |
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@Sgt York:
The M1/M2 Carbine uses .30 Carbine (7.62x33), which is considerably less powerful than the .30-06 You mention. It was intended to replace the pistol with something a bit more useful, though not as heavy or "over-powered" as the regular rifles were (Jane's Guns Recog Guide).
@DurtyDan
Umm, the NVGs work by amplifying light, much the way Starlight scopes did. Of course, the NVGs in JA2 are, what, 3rd-gen devices? If included, it probably would be more feasible to replace them with something that suits the period.
@Becoming X
In the pictures of SOG69 I've seen, I think I've spotted the picture of the AK74. Did You use the picture to model another Kalashnikov variant, or are my eyes just playing a trick on me? Unfortunately haven't had the chance to play Your campaign yet to check it out myself... :bawling:
Uzi
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Corporal
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Re: Vietnam SOG 69 Patch[message #76467]
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Thu, 31 October 2002 01:40
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Sgt York |
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Messages:79
Registered:June 2000 Location: San Antonio TX |
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Actually the M1 carbine was the weapon developed to provide more firepower than the standard issue .45 cal pistol. The M1 carbine originally was planned to have an automatic capability, but that feature was dropped during development. It was first produced with a 15 round clip; later an optional 30 round clip was provided. Over 5.5 million M1 carbines were manufactured during WWII. The M2 carbine was developed slightly later to fill the need for selective automatic fire. Standard clip was 30 rounds. About 570,000 M2 carbines were manufactured. The ammunition for both carbines was a .30 caliber, 108-grain bullet, 13-grain charge, which was indeed lighter than (and, correctly, not the same as) the .30-06 caliber bullet used in the M1 Garand rifle. However it would not be historically accurate at the time of WWII to describe the M1/M2 carbine ammo as 7.62 mm, since metric measurement was not used in the US then. The point may be moot, however, since multiplying 25.4 mm/in. by 0.30 in. certainly does equal 7.62 mm. After just a half-hour of additional research through US Army, WWII and Korean War sites, I wasn
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Corporal
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Re: Vietnam SOG 69 Patch[message #76471]
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Thu, 31 October 2002 11:08
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Damesh |
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Messages:57
Registered:January 2001 Location: Florida |
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I agree with changing the M2 ammo to .30 cal, that gun is a little to overpowered (although I like using it). Also, if you increase grenade damage, get rid of the molotovs. The AI is phenomenal when throwing grenades and molotovs, which they do often and they seem to be able to throw twice as far and more accurately then my troops.
Why does the boonie hat give more protection than a pith helmet? It would seem that cloth really wouldn't be much protection. If pith helmet has higher armor value then you have decision to make, lower weight/less armor or higher weight/more armor.
Keep the nvg out of game. Plenty of breaklights in the game for night fighting and there are several night ops mercs to hire. I usually play JA2 combats at night, but because of the extensive cover I am finding daylight battles to be more enjoyable. That may also be because I reduce the range of the weapons which reduces their accuracy at visible range.
You may also want to reduce the attachments for the weapons. How many are available and which ones can attach to the weapons. Some things are uncommon or don't seem to make sense, silencer for .357, scope for a garand or m16, things like that. I like that the recoil buffer (laser sight?) was only available to vc weapons.
Just a few thoughts.
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Corporal
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Re: Vietnam SOG 69 Patch[message #76472]
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Thu, 31 October 2002 17:56
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Uzi |
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Messages:69
Registered:March 2000 Location: Helsinki, Finland |
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Quote:Originally posted by DR J:
I personally believe it is the world's first assault rifle. Not the STG-44 or Ak-47. M-2 version had a very high rate of fire. Prototypes of the M1 were probably manufactured earlier than the German guns which would become the grandfathers of assault rifles, but since the M1 was semiauto, with the selective-fire M2 appearing on October -44, the German MP43/StG 44 beat it to it. Besides, as a design concept, the M1/M2 resembles traditional rifles, whereas the German weapons incorporated features which have become standard on modern assault rifles.
The AK47 really comes in too late to even try to grab the title of 1st, especially considering that Kalashnikov started developing it after encountering the StG 44 on the battlefields.
I'm all for more accurate ammo depiction, but due to simplicitys sake, the M1/M2 Carbine could keep the 7.62N ammo, just lower the damage from what I've heard. It'd be like regular JA2 with the 7.62WP round for the Type-85, AK47 and Dragunov, which do different damage, akin to the different calibers of the real guns.
Uzi
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Corporal
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Re: Vietnam SOG 69 Patch[message #76474]
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Fri, 01 November 2002 04:02
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AJ_1 |
Messages:2
Registered:October 2002 |
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Well, it is nice to see that the JA2 crew is still alive and as active as ever. It has been quite sometime, but since this new campaign caught my attention I thought I should at least post and say what a great job you have done.
So, "Great job!"
I haven't played to far into the game yet, just a familiarization run, now I have started a new game, so if I run across anything I'll let you know. (The things I have encountered have already been covered.)
As for NVG's, I play primarily at night, and though it is quite challenging with your campaign, compared to JA or UB, it is still a pretty fair run. I wouldn't put them in personally.
I have a question with the FB George mission though, I have not been able to get to the center of the map in time, am I supposed to be able to?
~aside~ As for the map submissions no one prolly has time with all the SOG playing, I know I haven't. I will however try to work on some in the next week or so.
At any rate, good job. This obviously took a phenomenal effort on the part of all involved, and I have to say it has paid off, at least in my opinion. It was like finding JA2 for the first time.... again.
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Civilian
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Re: Vietnam SOG 69 Patch[message #76484]
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Sat, 02 November 2002 14:14
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AJ_1 |
Messages:2
Registered:October 2002 |
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I appreciate the advice on the FB George sector, I will have to remember that when I get back there.
One thing that crossed my mind, and maybe I just haven't played long enough yet to have had it occur, there don't seem to be any enemy roving patrols or counter attacks... I don't know how it would effect you're overall campaign, but it might be nice to keep a squad on its toes if there were some patrols, at least in the Iron Triangle... seems like it would be plausible, and realistic.
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Civilian
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