Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 1
Re: Alpha_Item_Mod_for_WF6.06[message #221293] Mon, 15 June 2009 23:30 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
Messages:438
Registered:September 2007
Location: Lampukistan
This is my error message. It's meaning is usually that the weapon/item image files somehow don't fit. It is possible that the tag in Items.xml is too large, that is the according sti file doesn't have this subimage.
Is it possible that your files are not up to date?

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06[message #221296] Mon, 15 June 2009 23:56 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Which sti file is affected by this? only the md items or the small ones, even both? or the bigitems?

It's quite possible, I messed something up, when putting the files together... :whistle:

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221299] Tue, 16 June 2009 00:24 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
Messages:438
Registered:September 2007
Location: Lampukistan
Check whether the tag for the mentioned items is correct, that is it fits to the subimage in the sti file (which one i don't know).

Another possibility is that the configuration of the VFS went wrong and the game gets the image file from the Data directory, which of course contains less images. Check if the files were renamed incorrectly or maybe some data directories were not added to the vfs_config.whatever_it_is.ini.

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06[message #221305] Tue, 16 June 2009 01:15 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I guess it has something to do with this new VFS thing... I haven't used that yet (I'm rather slow in adopting new technology ^^ haven't even tried out HAM yet...).

I just put my packages into a folder containing the necessary files and upload the stuff. Didn't know that VFS changed the folder structure from where the mod gets its data.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221310] Tue, 16 June 2009 02:00 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
Messages:438
Registered:September 2007
Location: Lampukistan
If it helps, in this thread i'm describing the VFS and its configuration in detail.

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06[message #221348] Tue, 16 June 2009 12:17 Go to previous messageGo to next message
jay.pea is currently offline jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
hello smeagol,

i'm playing your mod (and your changed maps) for a while now - and i realy like it. Along with H.A.M. 3.4 its a whole new JA experience. Now it's time to stop lurkig around at this forum and give you some feedback:

- interface/silhouttes.sti is missing the picture for the rpg rocket - therefore rpg backpags are not shown correctly. The last time i've seen the correct file was with release 18 of your item mod.

- Devin is selling the "Granade Launcher Collimator" for 1$

- The rooftop of the new Caffeteria Building in F9 is not usable.
You can climb up but not move on the roof.
Screenshot: http://img218.imageshack.us/img218/7728/screenshotwfmapf9roofto.jpg
The other rooftops are working.

- since you've update some of the maps i can not visit the sector inventory while in combat. The game crashes without any feedback. The crash report file shows 'Write Access Violation at: 0x00000676'. Because it's only happening with the ham3.4.exe it may be related to changes made there. Nevertheless there have not been any problems with the old WildFire maps.

- The maps you've changed are great, but there are some drawbacks:
- the ownership of most of the sector placed items is lost.
I can take everything without anyone to complain.
- i'm missing the civilian guards in front of the ore storerooms. In the old
wildfire maps an (unmovable) civilian stood in front of every door so i could
not just walk in and take all the silver and gold but instead had to blow some
walls away first - somehow i'm missing this.
- in sector G6 (mountain intersection) you've placed new buildings and crates,
all of them empty. Is this intended?

By the way: i have also tried your latest item mod (v20) and i could not reproduce the errors mentioned by Deadman. I've tried right clicking on every gun (and most of the items) and the game did not crash.
But i should mention, that i'm using the siluettes.sti from v18 and i did not update the TableData/Map folder (because i've made some changes there).
Because of the lack of C-mag adapters i could only try one (the mp5) - it looks great. Now its time to stock on more adapters...

This is my current configuration:
- ja2 German (patched to official 1.06)
- Kaerar's one Click installer : JA2 1.13 2858 exe SVN@1127 Full+HAM3.3.exe
- WF606-Mod_beta_german_for_JA2_113NIV2112_080813
- smeagols maps and item mod v20 (with silhouttes from v18)
- HAM 3.4

I do hope this post is not to big (especially because its my first).

Last but not least i like to thank all modders and coders who turned the old Ja2 into what its now - simply the best turn based tactical role-playing game out there.


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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06[message #221354] Tue, 16 June 2009 12:56 Go to previous messageGo to next message
Kindred is currently offline Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
I have encountered a couple of crashes, both when opening, closing and opening a weapon again detailed description on the sector inventory screen.

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06[message #221381] Tue, 16 June 2009 16:32 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
JP
hello smeagol,

i'm playing your mod (and your changed maps) for a while now - and i realy like it. Along with H.A.M. 3.4 its a whole new JA experience. Now it's time to stop lurkig around at this forum and give you some feedback:


Thanks for the nice feedback list. I'll have a deeper look into the stuff you noticed, once I have the time. I might have messed up the silhouettes.sti in the last update (hadn't copied the most recent into the update folder, but as I have like two or three temporary update folders, I might have placed all other files into an older folder and therefore missed to update the silhouettes.sti in that folder... I'll do better with the next update, I promise Smile).

As for Cambria F9, I'll have a look at that, probably just used the wrong roof tile.

Ownerships and Cilvilians belonging to other factors are somehow a problematic feature, therefore I erased them from the maps. Especially if you accidently killed a cilvilian in a different map, all civilians that have the same faction turn hostile. That gets annoying in maps like Balime or Chitzena, where those civilians respawn each time you enter the sector, leading to massive loyalty drops, just because you killed one dude (especially if this happened due to a tossed grenade at night if you couldn't see the civilian, etc...). And considering the rather stupid behaviour of civilian AI, I'd consider it a bit harsh to basically make a game unplayable, if you happened to kill one civilian belonging to a faction (I had this in the small crossroads village between Meduna and Estoni, some civs there belong to a faction, the enemy tends to group in the main road, tossed some grenades at the position, must have killed one of the civs and suddenly each other map with civs of the same faction became a no go if I wanted to keep loyalty in that towns...).

Getting rid of ownerships and faction civilians seemed the easiest way to solve the problem... might reintroduce that feature, though, if someone has a detailed list, what each faction affects (i.e. morale drop, loyalty drop, respawn etc. I did such a list some time ago, but I'm not sure how accurate it is... maybe one of the coders could help here?).

rest will follow later... have to go to work. Wink

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221406] Tue, 16 June 2009 18:10 Go to previous messageGo to next message
Deadman is currently offline Deadman

 
Messages:40
Registered:March 2008
Location: Germany
about my weaponcrash problem:
when i use gabbi cheat and scroll through (alt+w) weapons (with weaponsdescription) it crashes when a weapon like the mp5 appears(like i said , not random)
i tried it somemore times. it happens everytime with the exact same item but the item itself is random. like shotgunweapon or a attachmend or a 9mmammo.

i do the newest svn updates( Ja2 gold 1.12 + Svn update(revision:1148/version:2975). i guess its like BirdFlu said and you(smeagol), because of the vfs system...

p.s.: i love your mod=)

[Updated on: Tue, 16 June 2009 18:13] by Moderator

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Corporal
Re: Alpha_Item_Mod_for_WF6.06[message #221408] Tue, 16 June 2009 18:11 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
That's got to be missing pics for the weapons. Can't think of anything else so specific.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221523] Wed, 17 June 2009 00:56 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Almost finished 5.56 c-mag guns. Already got the M16/M4 variants, now I'll do the SIG guns, after that only the older HK guns (HK53 and G41). I think that may in fact balance the newer guns a bit, which have better stats and can take better attachments.

Don't know, if I manage to upload an update today, but certainly will do tomorrow.

After that I'll take a look at that roof in F9.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221532] Wed, 17 June 2009 01:18 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
Thanks a lot. This is truly a great job done.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06[message #221533] Wed, 17 June 2009 01:24 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
Messages:438
Registered:September 2007
Location: Lampukistan
OK, i got it. The reason for the crash is the file "Data-1.13\Interface\EXTRA_INVENTORY.STI". It contains only one image, although there should be three. Either delete or rename it, or copy the file from "Data\Inventory". That one is correct.

Edit: The wrong file must be from an old release version, as it is not in SVN. And how else would it come there?

[Updated on: Wed, 17 June 2009 01:28] by Moderator

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06[message #221537] Wed, 17 June 2009 01:47 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Matryoshka

Stuff I'd love to see in the next Alpha-Mod:

- Bren Ten and S&W Model 1076
(At the moment, the game only has one handgun (Delta Elite) and one SMG (MP5/10A3) that uses the 10mm cartridge, and since removing the calibre is out of the question, why not give it a little more love?)
- Beretta Cx4 Storm
(This would make a really, really nice weapon for my 'second-stringers'. However, I'm also thinking in terms of giving more 'play' to another under-utilised calibre, in this case .40S&W. If you were to import the Cx4 and convert it to .40S&W, maybe with the thirty-round magazines and a trigger-group-gives-burst-fire option like the Calico 950, the lovers of .40S&W would have another SMG/carbine to choose if they're sick of MP5 variants. I have an image of Biff slinging one of these and thinking its space-age look make him appear "well 'ard". :devilaugh:)


- The WP hand-grenade (I forget its name)
(We already have the thermite grenade, I know. I haven't yet had a chance to play with it, but I believe the WP grenade is lighter, more aerodynamic, and flies further than the thermite 'can', and can be packed in two-per-grenade-slot. This one goes under 'nice but skippable' because I haven't had a chance to try it out and see if it's got enough 'under the hood' to merit promotion in priority; with the pre-existence of the thermite grenade, I suspect it may not.)



Have the feeling, I never answered to this... Embarrassed

I think I really might add another 10mm gun, I kept looking for another SMG, but didn't find any other on the web than the MP5... maybe I'll invent one for Sci-Fi mod, don't know...

That Beretta Cx4 looks really sweet. I think I'll indeed add the .40S&W version to the game (and probably with large SMG mag, otherwise that thing would be pretty much useless...).

A small radius thermite grenade might also make an appearance in a future version. Wink

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221610] Wed, 17 June 2009 13:52 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
smeagol
Matryoshka

Stuff I'd love to see in the next Alpha-Mod:

- Bren Ten and S&W Model 1076
(At the moment, the game only has one handgun (Delta Elite) and one SMG (MP5/10A3) that uses the 10mm cartridge, and since removing the calibre is out of the question, why not give it a little more love?)


Have the feeling, I never answered to this... Embarrassed

I think I really might add another 10mm gun, I kept looking for another SMG, but didn't find any other on the web than the MP5... maybe I'll invent one for Sci-Fi mod, don't know...

Recently another 10mm gun has been added to basic 1.13, the Kimber pistol.

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06[message #221706] Wed, 17 June 2009 20:31 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just added the Beretta Cx4 Storm in a modified SMG version (I think a semi-automatic carbine version, like the Calico M-900 wouldn't be used anyway...).

The gun has a 30 shot .40S&W mag, only single and 3-shot burst fire modes, slightly better range than the MP5/40 (190 compared to 175) and thanks to a rail will accept ACOG scopes.

Still have to do the missing 5.56 guns... anyways update to V21 will be available soon.

Edit: upload is complete, V21 availble (also corrected the silhouette.sti, which should now work with the RPG rocket image).

[Updated on: Wed, 17 June 2009 20:38] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221718] Wed, 17 June 2009 21:38 Go to previous messageGo to next message
Ianthi is currently offline Ianthi

 
Messages:25
Registered:March 2009
high guys... hope everyone is fine. just wanted to ask something . is there anyway i can add demoville map in ja2 1.13 wildfire 6.06?

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06[message #221719] Wed, 17 June 2009 21:48 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Ianthi
high guys... hope everyone is fine. just wanted to ask something . is there anyway i can add demoville map in ja2 1.13 wildfire 6.06?


What's demoville?



Just added a second Gas Mask to the mod. Avon S10 (the one from SAS black kit). Compared to the regular Gas Mask it has tunnel vision -10%, but instead of a vision range penalty it adds +10 to daytime and +20 to bright light vision range, but cannot be combined with sun goggles.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221721] Wed, 17 June 2009 21:52 Go to previous messageGo to next message
Ianthi is currently offline Ianthi

 
Messages:25
Registered:March 2009
smeagol: on the download section there is among the ja2 maps(n. 37) under jonas' map collection there is demoville providing a new city sector south of omerta. i was wondering if i could use it on the wildfire i have installed.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06[message #221723] Wed, 17 June 2009 22:03 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
demoville is the original ja2 demo - and it has an undergroundmap - that is solved by shuting down (no access to)chitzena mine but it still produces ore

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Captain
Re: Alpha_Item_Mod_for_WF6.06[message #221724] Wed, 17 June 2009 22:08 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Guess it probably will work. Just make a backup of the original maps that get replaced (and I'd also do a backup of the radarmap, just in case) and try if it works. That's what I would do...


Edit:

Added another new item:

homemade pipebomb (treated as hand grenades, made from steel tube, detonator and a small charge of either C1 or C4 [will create two different versions]).

To build one of these, you'll have to merge a detonator with a steel tube, this will result in a steel tube with primer. Next step is to take a C1/C4 charge and merge it with that new steel tube. Et voila: your new homemade pipebomb. Might have to adjust damage values, as they seem quite high... but on the other hand, steel tubes aren't available in such abundant numbers... guess it's okay as it is.


Edit 2:

Just cleaned up my skydrive and moved all old versions into an archive folder. From now on, you'll only find the most recent versions in the main folder (older versions are still available). Also added a new folder for the map updates, there you'll find the updated map for F9. I fixed the non climbable roofs there. Radarmap for that sector still has to be updated, but I'll do that probably when I'm finished updating all maps and have a complete map package (with all maps and all radarmaps).

[Updated on: Thu, 18 June 2009 01:50] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221762] Thu, 18 June 2009 04:31 Go to previous messageGo to next message
Kindred is currently offline Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
Great. I like the idea of homemade explosives in the game.

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06[message #221829] Thu, 18 June 2009 15:38 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Added two new pocket types:

- Drum Magazine, these will accept one drum magazine or C-Mag and will fit a small inventory slot

- single handgrenade (the regular hand grenade slot has now a new pic, which shows two grenades).

Thus, there are now three types of hand grenade pockets: one for large grenades, one for a single handgrenade and one for twin handgrenades, this will help to make certain vests viable again (like the Russian 106, 108 and NATO vest, as these were very limited in use)

But this also means, that I downgraded the modular grenade leg pouches. All greande pouches on these are now single grenade!

Still working on balancing the vests, I simply don't like the fact, that in the mid to late game only 4 or 5 vests are being used.

Edit:
okay, drum mag leg pouch has been added.

[Updated on: Thu, 18 June 2009 16:54] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221861] Thu, 18 June 2009 17:45 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
smeagol
By the way, has anyone an idea for an item that could use batteries? I think it's a waste that the batteries are only useful for the x-ray device. would be nice to have one or two additional items that used batteries... I was thinking about adding some kind of electric lock-pick, that would use battery energy each time you use it, but that probably can't be implemented with the XMl editor. I'd be grateful for any good ideas on this.


Well, practically everything with lights, laser or active electronic devices in it would need batteries. Wink
But since it would probably be quite annoying having to haul loads of batteries around to keep your attachments working, maybe you can mod things like extended ears, metal detector, remote control etc. being dependent on batteries?

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06[message #221901] Thu, 18 June 2009 22:17 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Sam_Hotte


Well, practically everything with lights, laser or active electronic devices in it would need batteries. Wink
But since it would probably be quite annoying having to haul loads of batteries around to keep your attachments working, maybe you can mod things like extended ears, metal detector, remote control etc. being dependent on batteries?


I think it's not very practical iy you need batteries for extended ears or metal detector in game play terms. The idea to add batteries to the remote bomb trigger, however, is pure genius. I try out if that works as intended and will implement it, if it does. Great idea. :wave:



Edit:

Just tried it... doesn't work, you can still activate the remote trigger, even if no batteries are attached. :/

Too bad...

[Updated on: Thu, 18 June 2009 22:29] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221903] Thu, 18 June 2009 22:23 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
how about:

either god damn batteries or a solar module?

I won't demand you have to have the device in hand (daytime) to charge it.

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06[message #221906] Thu, 18 June 2009 22:36 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Another idea would be to add a merge item (something like "live remote bomb trigger"), that you would get by merging batteries with a remote bomb trigger, that of course would require to render the original remote bomb trigger useless... (i.e. you can only use the remote bomb trigger once you have merged it with batteries, but that device would work forever).

What do you think about this idea?

Anyways... I'll continue to add new LBE items now (still have 4 nice pics I have to convert to .sti format first...).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221910] Thu, 18 June 2009 23:12 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
i have merged a tv remote with a pair of toshiba batteris for almost a year now still works! ofcourse the tv is pluged to 220 it works too! what can i say you are using more energy pressing the button with your finger!

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06[message #221913] Thu, 18 June 2009 23:43 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
The idea behind this is, that all the remote triggers you find are deprived of their batteries, thus you would need to add new batteries to the trigger in order to get them working again (those Arulcan soldiers looted all their remote bomb triggers to get batteries for their gameboys, those things eat a lot of batteries :biglaugh: ).

It's still only an idea, therefore discussion on this is highly welcome.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221914] Thu, 18 June 2009 23:48 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
so You should be able to loot gameboys

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06[message #221921] Fri, 19 June 2009 00:24 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Might have asked this before... does anyone know what exactly the walkman tag does in game terms? Will it only reduce hearing range and add a little morale (or make morale decrease slower when travelling?)?

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221926] Fri, 19 June 2009 01:03 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
My idea of having batteries that will never run empty was to invent something like a "solar cell" that could be merged with batteries (maybe using wire and/or glue/tape, maybe requiring electronic skill) to some sort of accumulator that is automatically recharged during day time by arulcian sun.

But first of all we will have to find something that can be changed to being dependend on batteries.
What about the Ballistic Computer?

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06[message #221927] Fri, 19 June 2009 01:09 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
there are no ballistic weapons ( the so called mortar is short ranged and Grunty's say is idiotic.

[Updated on: Fri, 19 June 2009 01:10] by Moderator

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06[message #221928] Fri, 19 June 2009 01:12 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
The problem I see with using the batteries, is in fact, that it doesn't seem to work on anything, except that x-ray device. That tag seems to be somehow non-working. Don't know, maybe some of the coders should have a look at this (as mentioned above, I tried to use it on the remote bomb trigger, but it worked even without batteries, though the tag was activated...). Until this gets fixed, I put the idea to implement more battery dependent items on ice (but I won't forget about it).


Anyways... just uploaded V22. This will make some big changes to LBE items, as I introduced two new pocket types (drum mag and single grenade) and changed lots of vests accordingly (especially concerning grenade pockets). The modified vests in the mod are probably not the final versions. Try them, tell me what you like, what you don't like, ideas for improvement, etc... remember: the goal is to have more than a handful of useful vests, without unbalancing the vests too much.


This version also has the S10 gas mask (for which I made quite a nice looking pic... well, at least in my opinion Smile ) and 3 new LBE items (Drum Mag pouch, RPK-74 mag pouch and general purpose combat pack).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221929] Fri, 19 June 2009 01:13 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Gorro der Gr

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221930] Fri, 19 June 2009 01:19 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
I don't think there is any use of sniper-rifle-bullets when thy start to have a ballistic curve (they just drop down)

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06[message #221932] Fri, 19 June 2009 01:32 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
CheyTac Intervention

Look up the "Advanced Ballistic Computer (ABC) System software package" part. Wink

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06[message #221933] Fri, 19 June 2009 01:41 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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Registered:March 2009
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nice but "ballistic" is simply the wrong phrase (and I don't care a damn if the yanks use this phrase)

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06[message #221934] Fri, 19 June 2009 01:42 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
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rofl, indeed very useful - how did you achieve to take aim over three sectors?

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Captain
Re: Alpha_Item_Mod_for_WF6.06[message #221935] Fri, 19 June 2009 01:45 Go to previous messageGo to previous message
smeagol is currently offline smeagol

 
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rofl, indeed very useful - how did you achieve to take aim over three sectors?


At least the attachment allows those heavy guns to fire up to 80 tiles, that's good enough for me. Razz

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