Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » PossumDBB Mod v2
PossumDBB Mod v2[message #189513] Wed, 25 June 2008 09:07 Go to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hello all.

Just uploaded a new version of my modifcation to DBB 9.02

It can be found at http://fb.esnips.com/web/Jaggedalliance2V113Mods

Some notes on how it radically differs from the previous DBB mod I did.

1st Gun ranges cut back, pistols generaly now have a range of 50-70m, assault rifles ~300m, battle rifles ~400m, and the best sniper rifles now only go to 600 m. But paradoxicly you can now shoot even further!
Because now some sights and all scopes, as well as some stocks, give a range bonus, from a 20m bonus for pistol match sights to a whopping 500 m bonus for the 24x ultimate scope! Note that 1x Reflex sights do not have a range bonus, and also for example, a small scope will give a 50m bonus, a PSO-1 a 120m range bonus, a 7x Battle scope a 200 m range bonus, and so on.

2nd I've implemented a new semi logarithmic pocket size. For example, a huge (Vehicle locker) pocket will hold 140 tiny, 46 palm, 27 hand, 15 midsize, 9 medium, 3 large or 1 huge object.

3rd Ive cut back on the armour values of the extra, real, armour types, so they now fall between Kevlar and Spectra in protectiveness, instead of all being superior to Spectra.

4th, I've edited the starting gear for many mercs, so they now start with a decent combat load of equipment. note that heavy weapon specialists will start with some form of support weapon, MG's for some, GL's for others, and a 84mm CharlieG for Meltdown.

5th I've added in many new items, such as Mechanic's toolbag & toolcase, Medic's Crash kit, laptop case, scope case, demo kit case, more variants of the WEESACH Vest, TT Shotgun vest, TT Medic's Vest, Your personal laptop, A Belt Quiver, a Belt Scabbard, a .50 cal silencer, a Detachable stock, an extending stock, A more upmarket Gas mask, than you can wear with sun goggles and won't restrict vision as much as the original one, a new 2.5x Russian reflex sight, Cans of cola, mini gas grenades, and A Blood Red Rose, suitible for decorating a corpse with!
All except cases have new graphics, the cases recycle old Armor upgrade kit graphics.
Many LBE's come with new pockets appropriate for the intended load, such as a new 20 arrow pocket for the belt quiver.

6th, All ammo is now purchased from BR's in boxes or crates, Tony will still sell it by the clip though.

7th, Jerrycans of fuel now purchasable from some vendors, and all the bartenders sell cans of cola.
Other vendors edited to sell only appropriate items.

8th, Any navy weapon is now immune to water damage, also AR silencers only fit small calabre rifles; For the larger calibers you need to use a large rifle silencer, or a .50 cal silencer.

9th, Added in 5 new weapons, a Skorpion v61, M21 ERB, and the 3 new Shotguns from basic 2085.

10th, edited the camoflage values of Armour and LBE Vests so only by wearing the Ghilli suit or the the Sniper's vest, can you go over 50% cammo.

And remember to send the Queen Flowers, after you liberate Drassen!

PS if you don't like the gun ranges, then simply use the weapons.xml from v1, but then you will still have to edit in the 5 missing weapons, and remove the range bonus from all the scopes, etc, otherwize they will become way too powerful. alternatively you could just fire up the XML editor and just double all the pistol/MP/Shotgun ranges, as a compromise.




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Corporal
Re: PossumDBB Mod v2[message #189516] Wed, 25 June 2008 09:36 Go to previous messageGo to next message
mailor is currently offline mailor

 
Messages:7
Registered:June 2006
Location: Austria
Sounds awesome (especially the new items...) ! I'll give it a try as soon as I've finished my current campaign. Thanks!

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Private
Re: PossumDBB Mod v2[message #189517] Wed, 25 June 2008 09:36 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
:wb:i shoulda backed everything up..this new mod made bout 25% of item and weapon and ammo images not match the descriptions..oy vey..now i gotta wipe out this install and start over..again..i think i'm gonna take up needlepoint :redracer:

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First Sergeant

Re: PossumDBB Mod v2[message #189588] Thu, 26 June 2008 02:28 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Oh my, I'm sorry to hear that it did that Tbird. Sad

Unfortunately I have no idea as to the cause, as I just checked the folder that I zipped and uploaded, and the images seem to be all there and correct.

Just to doublecheck, you did get a new set of big images, and new set of Interface and tileset STI's?

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Corporal
Re: PossumDBB Mod v2[message #189589] Thu, 26 June 2008 03:05 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
not sure what loadout you've givin hamous..but game crashes everytime he joins..right after he says he's ready to go and it attempts to have him join your team..this is after a fully clean reinstall of all

EDIT:makes no sense..checked thru xml editor and hamous nor his trucks loadout have been changed..as to why he causes the constant crash i donno

[Updated on: Thu, 26 June 2008 03:09] by Moderator

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First Sergeant

Re: PossumDBB Mod v2[message #189592] Thu, 26 June 2008 03:31 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hmm..

Another puzzle.

Hamous is one of the mercs I never touched, as I thought he was fine as is.

I'll go cheat, and hunt Hamous down in my current game, and see if I have that problem too.


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Corporal
Re: PossumDBB Mod v2[message #189601] Thu, 26 June 2008 07:24 Go to previous messageGo to next message
duckbillclinton is currently offline duckbillclinton

 
Messages:9
Registered:March 2008
Location: USA
[color:#3333FF]@Oldpossum[/color]

I think I know the cause of the problem. It's related to the logic behind the in-game XML editor design. The current XML editor has 2 very distinctive features,

1. Auto removal of unused data;
2. Auto sorting of children tables(xml);

For 1, an example would be DBB Mod's LoadBearingEquipment.xml. The LBEs in there are actually more than the ones listed in Items.xml. So, if you use the in-game XML editor, it will trim out all the unused LBEs in LoadBearingEquipment.xml. In fact, DBB's mod suffered on this with a number of files including LoadBearingEquipment.xml, Pockets.xml, Armours.xml.

For 2, we will use the LoadBearingEquipment.xml as example again. We all know Items.xml is the parent table(xml) of all others, right? In such case, Items.xml is the parent table of LoadBearingEquipment.xml. Let's assume our Items.xml only has 2 LBE entries, say item 1001 and 1009. Then, in order for JA2 program to locate the proper data for these 2 LBEs, we must have 2 entries in LoadBearingEquipment.xml and their index ("1", "2") specified in Items.xml (column "ubClassIndex") as well. Ideally, item 1001 should have ubClassIndex value "1", and item 1009 have ubClassIndex value "2" (both in order). In reality, item 1001 having ubClassIndex value "2" and 1009 having "1" is also legal and acceptable by JA2 1.13. So, now, if we use the in-game XML editor, it will recreate all ubClassIndex column data in Items.xml with ascending order, and then rearrange the rows in LoadBearingEquipment.xml matching the newly created ubClassIndex.


The Auto sorting in 2 is quite intelligent and should not affect your Mod's items. However, sometimes we do make bad decisions while using the in-game XML editor, and we always assume the fastest way to recover is to copy and overwrite a file from a backup folder. For example, we can recopy the LoadBearingEquipment.xml, but now we are screwed, because Items.xml's ubClassIndex had been just re-arranged. So now, in game, you will see all LBE images, descriptions are out of sync. [color:#cc0000]This is likely what you are experiencing.[/color] In fact, LBEs, Explosives, Armours in items.xml all having ubClassIndex out of order.


To further make your head ache, the XML editor also has a 3rd feature-- auto adding data to children table if multiple entry in Items.xml sharing the same child entry. DBB's mod is well known for this problem, and Explosives.xml suffers the most. :placard:


DBC :vader:

[Updated on: Thu, 26 June 2008 07:26] by Moderator

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Private
Re: PossumDBB Mod v2[message #189612] Thu, 26 June 2008 12:31 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Strong stuff!
Liked the armour(s) ideas, and other items.
Although I think the high definition graphics are no match for the rest of the ja2 graphics; there's obvious contrast in tactical map between colors and definition of the tilesets (building and landscape shine) in maps and the weapon graphics. Items seem to steal the show, which by the way is normal for a "rock'em" item mod.
Wildfire maps adviseable with this mod, they'd feng-shui the entire picture. Wink

PS: mucho revising needed.

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First Sergeant
Re: PossumDBB Mod v2[message #189649] Thu, 26 June 2008 19:33 Go to previous messageGo to next message
Kermi is currently offline Kermi

 
Messages:81
Registered:October 2002
download mirror at: http://kermi.pp.fi/ja2/possum

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Corporal 1st Class
Re: PossumDBB Mod v2[message #189683] Fri, 27 June 2008 02:52 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hello All

I've uncovered a fatal bug in my, and possibly also the original DBB9.02, mods

Basicly some recruitable locals have nonsense LBE's, and when you recruit such a local, and then try to see their inventory screen, the game crashes. I've checked my original DBB 9.02 files and the nonsense LBE's are in that MerchStartingGear too, but having never played straigt DBB9.02, I don't know if it causes the same problem.
The nonsense LBE's correspond to the Hunter Vest and some leg rigs, in the basic 1.13, so I suspect that what happened is DBB moved the location of these items to enable him to list all the guns as one block, then forgot to edit the mercstartinggear, so, for example, merc's that started with a hunter vest would continue to do so.

Note that this bug only affected on map recruits, and explains why Flo showed up dragging a big-ass sniper rifle when I recruited her, that was a puzzler too, as I could clearly see in the starting gear setup that she had no such weapon.

Anyway a revised MercStartingGear can now be found at the link above, Unfortunately for the buxfix to take effect, you will need to start a new game.

Sorry about that Sad

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Corporal
Re: PossumDBB Mod v2[message #189767] Sun, 29 June 2008 00:52 Go to previous messageGo to next message
curtman is currently offline curtman

Messages:3
Registered:November 2005
Location: kentucky
To Oldpossum
I have applied your revised MercStartingGear and i still show the wrong images.

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Civilian
Re: PossumDBB Mod v2[message #189768] Sun, 29 June 2008 01:03 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
i fixed my mismatched image problem by doing a new clean install from base ja2 gold thru current 1.13 thru dbb-903 to the possum goop..images fixed themselves..my only issue after that was the constant npc crashing which the last possum patch seems so far to have fixed

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First Sergeant

Re: PossumDBB Mod v2[message #189791] Sun, 29 June 2008 17:30 Go to previous messageGo to next message
Ranik is currently offline Ranik
Messages:2
Registered:May 2008
I attempted a clean install as Tbird did but i still get some/many mismatched item images. On my second try i also got a CTD when trying to right click to view attachments on an AK. Not sure if that was related or repeatable.

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Civilian
Re: PossumDBB Mod v2[message #189810] Sun, 29 June 2008 21:59 Go to previous messageGo to next message
Meowmers is currently offline Meowmers

 
Messages:13
Registered:October 2005
Location: New York
how exacrlty do you install this. im clearly doing something wrong.

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Private
Re: PossumDBB Mod v2[message #189846] Mon, 30 June 2008 05:48 Go to previous messageGo to next message
curtman is currently offline curtman

Messages:3
Registered:November 2005
Location: kentucky
re Tbird
I reinstalled everythig as you said. But still have mismatched images

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Civilian
Re: PossumDBB Mod v2[message #189847] Mon, 30 June 2008 05:57 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
hmm..donno..this is prolly something you need to take up with the author of the mod..sorry Sad

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First Sergeant

Re: PossumDBB Mod v2[message #189967] Wed, 02 July 2008 03:03 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hello all

I have just uploaded a revised v2 (v2a) that now includes the mercstariggear fix, and some other minor bug fixes. This one should also fix the mixed-up item image problem, as I made sure that this time all the files came from my latest editor save.
There may be a problem with viewing Barry's page on the AIM website, if there is please let me know, but hopefully this latest version has fixed that problem too.

There are no new items, and so should not require you to restart again, if you have already got a game running.

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Corporal
Re: PossumDBB Mod v2[message #189980] Wed, 02 July 2008 10:29 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Oldpossum
There are no new items, and so should not require you to restart again, if you have already got a game running.

A new MercStartingGear.xml always needs a new game. At the start of the game, the contents of this file are put into the savegame (at least I suspect that), and if you hire a merc, his equipment comes from the saved version.
Editing MercStartingGear.xml does not help games already running.

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First Sergeant

Re: PossumDBB Mod v2[message #189986] Wed, 02 July 2008 11:32 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
hafta back up star on that..merc starting gear.and also BR's has no real change...need ta start a new game to see the most major changes...

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First Sergeant

Re: PossumDBB Mod v2[message #189992] Wed, 02 July 2008 14:19 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
theres one glaring flaw within the possumDBB mod..the fully dressed guns..the integrated optics seem to have lost alle ffect..thereby rendering the weapons totally useless as you cannot add optics to them either..tis a pity

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First Sergeant

Re: PossumDBB Mod v2[message #189999] Wed, 02 July 2008 16:22 Go to previous messageGo to next message
Kermi is currently offline Kermi

 
Messages:81
Registered:October 2002
Oldpossum
Hello all

I have just uploaded a revised v2 (v2a) that now includes the mercstariggear fix, and some other minor bug fixes. This one should also fix the mixed-up item image problem, as I made sure that this time all the files came from my latest editor save.
There may be a problem with viewing Barry's page on the AIM website, if there is please let me know, but hopefully this latest version has fixed that problem too.

There are no new items, and so should not require you to restart again, if you have already got a game running.


added to my mirror site, also moved the "original v2 files to \archive directory.

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Corporal 1st Class
Re: PossumDBB Mod v2[message #190022] Thu, 03 July 2008 02:47 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Ok, I should have been more precise, the MercStartingGear has no changes from one that I posted as a stand alone patch earlier, so If you had started a game using that MercStartingGear, rather than the original MercStaringgear, you will not need to restart.

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Corporal
Re: PossumDBB Mod v2[message #190023] Thu, 03 July 2008 03:05 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Tbird, Is it all you have used to date, or just some, if so, which ones?

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Corporal
Re: PossumDBB Mod v2[message #190024] Thu, 03 July 2008 04:26 Go to previous messageGo to next message
Meowmers is currently offline Meowmers

 
Messages:13
Registered:October 2005
Location: New York
ok. got it working. great job.
lots of lbe role-playing.
thanks.

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Private
Re: PossumDBB Mod v2[message #190352] Wed, 09 July 2008 05:54 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hello all

I've found those guns that tbird was refering too, and I've brought them up to standard with their respective base models, in my work in progress.
Currently I'm working on integrating all the new stuff from DBB 903 into the mod, and I'll post version 3 once I've done so, which should be monday next week.
As I'm not planning on making any further changes to MercStaringGear, or other savegame encoded stuff beyond what I've already done for version 2a, version 3 should not require a restart.

Also coming in version 3 are Smoke and Illumination rounds for the CharlieG, and a new modular Thighrig system, which you can use to assemble and modify your own custom thighrigs!

The basic modules so far are the double Large Magazeen pouch, and Quad Large grenade Panel (both current game items), Quad AR magazeen pouch, Utility Pouch, Document/Canteen pouch, (all new thigh rigs).
from these items you can assemble such rigs as for example, the Grenade/Utility rig, Large Mag/Grenade rig, (current ingame items), and new combinations such as the Utility/Document rig, or the Lg Mag/grenade/document rig.
You can also alter rigs from one arrangement to another by merging with a basic pouch, for example, by merging a quad AR pouch with Lg Mag/grenade/Document rig, you will create a AR mag/Grenade/document rig and a double large Mag pouch.
Combination rigs can be broken down to their components by applying a Multitool, or a Pocket knife to the rig, but this feature does not work properly at present, and you only get back one piece. I suspect it's because when you do two items (multitool + combination rig) to three items (multitool + 1st pouch + 2nd pouch) mergers, there is no place for the third item to go, so it just disappears.
If anyone has a suggestion as to how I can get around this, please mention it!

Another change with this new system of mergers, is that Bobby ray's will no longer be selling new combination Thighrigs, but Bobby Rays will be selling all the basic pouches, and combination thighrigs can still be found in the used section.

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Corporal
Re: PossumDBB Mod v2[message #190486] Fri, 11 July 2008 03:27 Go to previous messageGo to next message
hungry_joe is currently offline hungry_joe

 
Messages:28
Registered:August 2003
This is a great mod. I'm looking forward to the next update.

One question: When I try to use the 1.13 XML Editor, it crashes when it tries to load pockets.xml. Is this a result of some weird configuration in my particular installation, or do other people have this problem as well? It's looking for child key values 24-54 in the parent...

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Private 1st Class
Re: PossumDBB Mod v2[message #190492] Fri, 11 July 2008 06:06 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hello hungry Joe

Have you copied across the look up tables from my mod?

Because it would seem that you are missing my version of the silhouette look up XML, from the look up tables folder, in the Data1.13/Tabledata folder.

The Easy fix would be to copy the contents of the Look up table folder, from my mod, to your data1.13/tabledata/lookup tables folder.

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Corporal
Re: PossumDBB Mod v2[message #190561] Sat, 12 July 2008 00:36 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
some errors i noticed..the mini teargas you've added..the blue background shows up in bobby rays inventory..also..the commando mortar..upping the weight of it is very incorrect..its a smaller lighter shorter range version of the fullsize one..you've basically tripled its weight making it basically identical to the fullsize ingame..but crappier in range etc..please return its weight to correct..thank you

correction...mini smoke grenade has the blue background

[Updated on: Sat, 12 July 2008 00:48] by Moderator

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First Sergeant

Re: PossumDBB Mod v2[message #190563] Sat, 12 July 2008 02:17 Go to previous messageGo to next message
hungry_joe is currently offline hungry_joe

 
Messages:28
Registered:August 2003
Oldpossum: Worked like a charm. Thanks!

What prevents the plate carriers from increasing armor value when a plate is added?

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Private 1st Class
Re: PossumDBB Mod v2[message #190564] Sat, 12 July 2008 02:19 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
must be a incorrect install..all my team is using the pasgt plate carriers and sapi plates in them and the values grew accordingly

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First Sergeant

Re: PossumDBB Mod v2[message #190580] Sat, 12 July 2008 16:35 Go to previous messageGo to next message
hungry_joe is currently offline hungry_joe

 
Messages:28
Registered:August 2003
tbird- I was actually thinking of the LBE "plate carriers" like the Weesatch and CIRAS vests. While they will hold an SAPI IV plate, it doesn't improve my armor value. Since they're not classified as armor, it's understandable. On the other hand, certain LBE vests do improve my camouflage.

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Private 1st Class
Re: PossumDBB Mod v2[message #190588] Sat, 12 July 2008 18:51 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
ahhh..okies..ya..the joy of newinv+mod's..things get confusing..if it isnt slotted in head shirt or pants area..it isnt considered armour..no matter how armour-y it looks in dbb-mod..thats bout all i can say to clear confusion:P

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First Sergeant

Re: PossumDBB Mod v2[message #190823] Tue, 15 July 2008 06:06 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hello all

Version 3 of my mod is up at the eSnips site.

This one incorporates all the new items from DBB 903 and the missing weapons from DBB 902.
And you should be able to use most of the alternative weapons and items pictures without problems, the only exception being the alternate pron magazine, as I filched that to make a second pron mag clutter item.

Also new is that I've gone and fixed the range for the "complete" weapons that have built in scopes, there is an new modular thigh rig system, so you can now assemble your own thigh rigs from component pouches.
I've fixed the english descriptions for the ammo boxes, and added a lot of dummy weapons, to force Bobby Ray's to display the smaller boxes of ammo in the various weapons categories.
Unfortuately you will still need to scroll the base list to get to the larger ammo boxes, as I could not make a dummy weapon that had a ammo capacity of larger than 250 rounds.

There is also a new MacGyver bomb, that you can make from RDX and Esso Oil, then attach a cloth, similar to the Molotov.
Many other small problems fixed, including changing the WP explosion to now leave behind a smoke cloud, rather than flames.

One final note, the compound thigh rigs can be disassembled with either a Utility knife or a Multitool. If you use the utility knife, you get back the Utility pouch component, but if you use the multitool, you will get back the other component.

For Tbird, the mortar weight/range is correct, but on further research there are quite a few 60mm commando mortars, So I'm thinking I've picked the wrong one (I've used the south african M1) , so which one should it be? alternatives I've found so far are the M4 (7.6 kg) and the M224 w/t light baseplate(13.55 kg)

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Corporal
Re: PossumDBB Mod v2[message #190830] Tue, 15 July 2008 08:11 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
there are two mortars in the game..the mini commando version for quick runnin and such..its range is about half the fullsize..the m224 is the large one...so the commando would prolly be the m4..and its weight is under 20 lbs..its basically a tube with a bipod built in..unlike the large one which has full sighting system and a stable assebled base and tripod setup and weighs in around 40 lbs i believe empty..so the one labled commando mortar in game..which is a name i believe dboy made up for it..would prolly be the m4 and as such should have stats according to that..i personally dont use mortars at all until i hit the tanks in meduna..and i only use the commando cause its portable and easy to carry it a couple rounds and an assault weapon..which cant really be done with the full size..the fullsize..should be ALOT more accurate than the small one and have almost double the range..thats bout all i can say

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First Sergeant

Re: PossumDBB Mod v2[message #190871] Tue, 15 July 2008 16:12 Go to previous messageGo to next message
Kermi is currently offline Kermi

 
Messages:81
Registered:October 2002
and the mirror site is up to date now too..

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Corporal 1st Class
Re: PossumDBB Mod v2[message #191074] Fri, 18 July 2008 06:24 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hello All

There is a patch now avaliable for version 3, on eSnips to fix the following.

Commando mortar weight fixed.
Wrong bullet type for .22 LR HV fixed.
Mini smoke grenade graphic fixed.
Inconsistent stats for HK 416/7 weapon series fixed.
SP ammo type now only applies to large caliber, heavy, subsonic ammo, everything else that was SP is now Subsonic FMJ. (I thought it was funny that some subsonic ammo seemed to be better at puching out armoured opponents that the full powered rounds were.)
Sniper FMJ now has much better penetration (3/5 vs 4/5) and is now only used by the more high powered ammo types (7.56x54R, .300WM, .338Laputa); Everything else that was Sniper FMJ, is now Match FMJ. (So is now better at penetrating armour too.)
The ww1 and ww2 era military bullets that were ball, are now inferior FMJ, as is the .22 LR HV ammo.
Range of 9x39mm weapons altered, most reduced, one increase (Groza), one stayed the same(SR-3)
Added in a new ammo type, 9x39mm SP-5, is sniper FMJ, costs a lot, +50 range, +10 to hit. comes in boxes of 50 from BR, there is also an new dummy gun so this ammo will appear in the Sniper rifle ammo selection at BR's.
Added two new ammo types for the CAWS, FRAG-12 mini grenades and Polyshock.
The MG 3 upgrade kit is now a general MG upgrade kit, to convert either the MG 42 or a Bren Mk3 to 7.62 NATO.
Fixed capacity of the DP pistol/40mm grenade pocket, it will now hold 2x 40mm grenades like it's supposed too.
(Edit to Add.) Changed the range of one of the M1A Scout variants, to make it the same as the rest of them. (range 48 to range 38)

Please let me know if there are other bugs, thank you!

Also a request for Gun Drawing artists, I would like graphic files of the following; Barret M82 PDW (It's been done already, but I've lost my copy of the original game version.), Bren L4, Gyrojet pistol. (I'm thinking about converting the Auto Rocket Rifle into a Rocket pistol instead. Should make taking down the queen even more fun!)

[Updated on: Fri, 18 July 2008 07:45] by Moderator

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Corporal
Re: PossumDBB Mod v2[message #191085] Fri, 18 July 2008 11:24 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Done an M82 PDW, but I haven't released it yet. When I get the chance to work on it I'll send it over.

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Lieutenant

Re: PossumDBB Mod v2[message #191250] Sun, 20 July 2008 04:44 Go to previous messageGo to next message
hungry_joe is currently offline hungry_joe

 
Messages:28
Registered:August 2003
I'm really enjoying your mods. I've stopped downloading the vanilla DBB mods, and am only using the Possum mods, now. The new thigh rig system is great. A quad AR pouch plus utility pouch, coupled with a FIST pack, is enough for just about any merc.

One mistake I found: the Russian Dual Sight shows up as a box of bullets.

I would also like to request that an M4SD be added. It has definitely been drawn (there was one in Urban Chaos), but I haven't seen it anywhere in the DBB family.

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Private 1st Class
Re: PossumDBB Mod v2[message #191252] Sun, 20 July 2008 06:28 Go to previous messageGo to next message
greymarcus is currently offline greymarcus

 
Messages:6
Registered:August 2005
Location: Toms River, NJ
First, nice variation for 1.13 second, I think i found a minor bug.
Is there a reason why AK-74M has accurracy of 4 instead of 6 that the AK-74 has. Aside from that It has good weapon balance.

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Private
Re: PossumDBB Mod v2[message #191253] Sun, 20 July 2008 06:29 Go to previous messageGo to previous message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
i like possum's mod..except the ranges/scopes/etc..i can outfit the russian shotgun with extender..the yellow shells..and 4x..and do headshots at 55 range Very Happy with a shotgun..thats the major flaw of the mod..the rest is quite dang nifty though

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First Sergeant

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