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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232510]
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Fri, 04 September 2009 00:23
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Just tested the AK chest rig & revolver belt thing. For me everything works perfect. There are some strange things going on, but nothing causing a crash. For example, if you seperate a full vest into rig and belt again, the items remain in the former belt slots in the vest, but can be taken out from there normally. If you add a loaded belt to a vest, you'll get pouch set straps with a [color:#3366FF]*[/color] and the items in the belt disappear. But if you use those straps to seperate the vest again, the items re-appear. But as I said, no crashes involved. This is probably an issue with your .exe.
Anyways, maybe the V38 I just uploaded will fix this for you.
This one fixes all the long prefix names, adds in 3 new items (Glock stock, SMG stock and Colt SMG .45), rebalances SMGs and most importantly scopes.
Have fun. :happybear:
Also updated the attachment.xls file (changed values in the attachments are in green if the value on a certain stat improved and in red if it was decreased). The file contains the new items as well.
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232605]
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Sat, 05 September 2009 11:20
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Gunjack |
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Messages:20
Registered:March 2008 Location: Stuttgart, Germany |
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smeagolThe stock system at the moment works the following:
Stocks for MPs and SMGs will give a bonus to burst and autofire, but increase Draw cost.
Stocks for rifles will lower bonus for burst and auto fire, but reduce Draw cost.
I think this makes sense.
so, on smg's you want to display an attached stock, where there was none before, and on rifles a retracted one, where there was a solid one before...am i right?
p.s.: some issues:
- text error in BRs descriptions of "TAD gear" and "A-Scope, Burris AR", the " ' " in "isn't" and "don't" get displayed as an "A". a unicode error perhaps?
- some sti's are a bit to far to the left in BR. Extremely (approx 5 px)seen on Springfield M1903A4, slightly (1px) seen on Barret M82A1M, CZ 700, WhisperKitty, RPD, SVD, SVDS
[Updated on: Sat, 05 September 2009 12:04] by Moderator Report message to a moderator
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232609]
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Sat, 05 September 2009 12:52
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Gunjack
so, on smg's you want to display an attached stock, where there was none before, and on rifles a retracted one, where there was a solid one before...am i right?
I don't want to change pics for the items (that would be waaaaaaaay too much work for my liking).
Those stocks work as usual attachments (like the 1.13 stocks). The SMG and Glock stock make a gun slightly longer and increase gun stability during burst//auto fire, but increase draw cost, whereas rifle stocks shorten the gun and therfore destabilze it for auto/burst fire but decrease draw cost.
(I doubt that the increase in draw cost for the Glock stock will have any significant game effect, as the affected pistols mostly have a draw cost of 1, if I remember correctly... so increasing this by 30% will probably result in the same 1 AP it was before... haven't had a chance to actually test this ingame. Just preparing to take Drassen airport... on insane this may take a while, just set foot on Arulco and already spent my first day raiding a weapon cache to get better equipment. That assault on the airport is scheduled for the next ingame night)
Gunjackp.s.: some issues:
- text error in BRs descriptions of "TAD gear" and "A-Scope, Burris AR", the " ' " in "isn't" and "don't" get displayed as an "A". a unicode error perhaps?
Hmm... might be because I basically copy-pasted the description texts and the "'" in those texts could have been a "
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232650]
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Sun, 06 September 2009 16:51
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Intruder.CZ |
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Messages:6
Registered:September 2009 Location: CZ |
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Hello everyone,
first of all i want to say BIG THX to smeagol and anyone else who ever put hand on this or any other mod for JA2 (WF, HAM, 11.3, atc). I think we all have to prey to u and giving u rent until end of your life .
I know this will be slightly off topic, but i feel quiet sentimental now.
I start with JA from very bigging (its come out few months after original release date cin one of CZ best game magazine). JA2 after then UB. Then wait for JA 3 which was mentionet to be in development but never come out, waiting for 9 years and still nothing. Until few weeks ago i discovered JA3 maybe came out in 2010. So i fall in memories and decided to look at JA2 again. I was familiar with 1.13 already but since its includes same story and what is more important same maps so its not worth play for me (since i play vanilla so many times). Then WF 6.06 strike to my eyes like bullet to J.Kennedy's head. It's give all i may want from JA, WF provides now map (and i must say nice maps), 1.13 provides this awesome new inventory and last but not least AIM these new items and merges (AIM provides even better map and increased difficulty)
So i will play this "masterpiece", i dont fear say this, it just true nothing more. Until JA3 come out and if it will not include this awesome features i will say with JA2 until rest of my life. There is no better tactical game then this.
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Private
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232660]
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Sun, 06 September 2009 18:17
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Kromgart |
Messages:1
Registered:July 2009 |
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There is probably an incorrect entry in MovementCosts.xml (part of new larger Omerta, from the latest "Mapupdate 20090826.7z")
70
ROAD
ROAD
TOWN
ROAD
TOWN
It takes 5 mins to travel from A9 to B9, and it takes 1:29 to go back (from B9 to A9). I tried changing ROAD to TOWN, but it seems to work only when starting new game.
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Civilian
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232661]
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Sun, 06 September 2009 18:29
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Yes, I have noticed this as well and already fixed it in the movements.xml that will be included in the next update.
I'm currently trying to figure out, if there is a way to stop those warden civs from respawning. I think the key to this is the "stay in sector" tag that can be set in the map editor. However, if I give the warden civs a completely empty schedule, they won't appear at all in the sectors...
I'm trying to work something out for them, so that they don't respawn every time you enter a sector.
Edit: well, didn't work out the way I wanted... guess we'll have to take it for now.
Would be great, if anyone of you, who encounters those respawning warden civs would drop a note, in which sectors this happens.
So far known sectors with definite civ respawns:
B1 chitzena harbour
H5 weapon cache
[Updated on: Sun, 06 September 2009 19:46] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232669]
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Sun, 06 September 2009 21:00
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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I haven't changed too much yet, to warrant a new update.
Since the last update I added the Tabuk scope, fixed the MP5N C-Mag, fixed the pic for the Springfield, added Draw cost 1 AP to all pistols with size 1, reduced draw cost to 0 for all pistols with size 0, removed Glock 19 from the list of possible guns for the Glock stock (as it is size 0 and it doesn't make too much sense to add it to that gun anyways... so the only guns that will take the Glock stock at the moment are the Glock 17&18, Ots Pernach, Beretta 93R and the Stechkin).
Don't know, if the Colt .45 SMG was in the last update...
I think I want to add some more items before uploading a new update.
Edit:
also fixed the SMG stock, which somehow was only attachable to 4 guns (must have forgotten to save the changes...).
[Updated on: Sun, 06 September 2009 22:43] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232680]
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Mon, 07 September 2009 00:34
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Gunjack |
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Messages:20
Registered:March 2008 Location: Stuttgart, Germany |
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Again a small STI-Issue: imho the barrel of the AKS-74 Tactical is a lil bit to short. It's more an AKS-74U Tactical.
Searched through the STIs within the mod: are all not used scope pics yet to come? *hrhr*
If not, i'll replace the 7x one with the P2 Items/212, it matches the 7x combo better than the old one.
[Updated on: Mon, 07 September 2009 01:17] by Moderator Report message to a moderator
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232685]
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Mon, 07 September 2009 02:58
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Intruder.CZ |
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Messages:6
Registered:September 2009 Location: CZ |
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ssd"The tactical beacon or TACBE as it is often known has been used by British and American armed forces (usually by Special Forces) for many years. Its primary role is to contact planes or helicopters which may be overhead or nearby. The system's main use is a distress signal, sending out a constant danger message to AWACS planes. However, it can also be used as a short range communications device with local aircraft. Using it indicates that one is in danger and needs help."
CAN etiquette says Bacon not Beacon :biglaugh:
[Updated on: Mon, 07 September 2009 03:02] by Moderator Report message to a moderator
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Private
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232713]
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Mon, 07 September 2009 15:17
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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NihilSmeagol, I have the warden civies respawn in the Drassen and Chitzena SAM sites, and in the Chitzena Dock sector. It definitely does not happen in the two eastern sectors of Chitzena, nor at the Drassen airport. Don't recall being attacked in the other Drassen sectors, nor do I recall if there are any warden civies in these sectors. I'll add more details as I discover them.
Say, does your map revision cause the Drassen counterattack to not happen? I have it set to true in the config, but it doesn't happen. Anyone else have this? The only other possibly relevant config change I made was to turn off the enemy investigates sectors setting, since it is annoying how enemies just dribble in to be slaughtered while I'm searching the map.
Thanks for reporting the sectors.
The Drassen counterattack is a bit weird, I'm afraid to tell... I had it, but only squad actually entered the town. I've set the enemy investigate sectors to true afterwards, but didn't have the chance to try if the counterattack returns to normal.
NihilReally love your mod, by the way -- terrific stuff.
Thanks, hope it will be even better, once the respawn issue is solved.
GunjackAgain a small STI-Issue: imho the barrel of the AKS-74 Tactical is a lil bit to short. It's more an AKS-74U Tactical.
Yeah, infact the gun is an AKS-74U Tactcial. In actual length though, the sti for the AKS-74 and the AKS Tactical are quite similiar.
I think a possible solution is, to simply add a new item for the AKS-74 Tactical (including new pic, I think I can modify the current pic a bit...) and rename the AKS-74 Tactical to AKS-74U Tactical.
Edit:
Finished converting the AKS-47 to a Tactical version. Also changed the colour palette of the AKS-74U Tactical (I really disliked the red magazine and the yellowish handguard). Both guns now use the original colouring of the AKS-47 and in my opinion look much better now.
I'll now add in the new item and the merge.
Edit 2:
Okay, scrap that... I thought about it some more, and realized, that the AKS-74 is basically an AK-74 only with a folding stock, so it really makes no sense at all, to have an AKS-74 Tactical in addition to the AK-74 Tactical...
I'll just change the pic of the AK-74 Tactical to the new one I made and probably use the old AK-74 tactical pic for some other gun...
Edit:
To have a more synchronized look on those WP tactical guns, I also changed the pic for the AKM Tactical and the AKM Tactical Drum.
[Updated on: Mon, 07 September 2009 16:44] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232730]
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Mon, 07 September 2009 19:37
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Gunjack |
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Messages:20
Registered:March 2008 Location: Stuttgart, Germany |
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smeagolEdit 2:
Okay, scrap that... I thought about it some more, and realized, that the AKS-74 is basically an AK-74 only with a folding stock, so it really makes no sense at all, to have an AKS-74 Tactical in addition to the AK-74 Tactical...
In fact, your tactical AK is an AKS: S means "Skladnoj priklad" (retractable stock), so you could delete the AK-74 Tactical or rename it to an AKS, imho.
smeagolI'll just change the pic of the AK-74 Tactical to the new one I made and probably use the old AK-74 tactical pic for some other gun...
Edit:
To have a more synchronized look on those WP tactical guns, I also changed the pic for the AKM Tactical and the AKM Tactical Drum.
oh.. loved the old pics... they looked like the BHI SOPMOD AK. You're right about the yellow parts, though.
P.S.: another thing: if you still want to redo the graphics, take the upper rail mount from that shop (not the G36ish ones), there's no way to mount anything on top of the receiver, the only mount is on the left side of it (here the pic of the piece i mean). The other way is the complete rail kit, it's mounted instead of the wooden front handguard ( here a pic )
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232739]
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Tue, 08 September 2009 00:02
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Gunjack |
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Messages:20
Registered:March 2008 Location: Stuttgart, Germany |
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smeagolI still got the pics of the former AK-74 tac and AKM tac in the sti file, so I might as well add in additional items for them.
Edit:
Just decided against adding the SOPMOD guns, because the possible value from those in game play terms is probably to small to warrant 4 new items (SOPMOD conversion kit, AK-74 SOPMOD, AKM SOPMOD and AKM-Drum SOPMOD). They wouldn't be too different from the tactical versions... but those who want to keep the old pics for the AK-74 tactical nd AKM tactical can of course change them back manually. I will keep those pics in the mod.
I didn't mean you should add these as extra guns. Just thought you could use the bhi-stuff to tune-up the STIs of the tacticals
EDIT: If you're searching for guns which could fill existing gaps, what about this baby saiga ? we still lack a semi-auto short-range shotgun with low ap cost, the available semi-auto are rarely worth it cause of the high AP costs.
An alternative could be the MAG-7, but it's custom ammo, so the first one is easier.
[Updated on: Tue, 08 September 2009 00:39] by Moderator Report message to a moderator
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232755]
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Tue, 08 September 2009 03:08
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Sam Hotte |
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Messages:1966
Registered:March 2009 Location: Middle of Germany |
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HeadrockQuote:Im not exactly sure, but AFAIR once the successfully disarmed mine was "glued" to the drop-or-throw-item-cursor (because neither hands nor inventory's pouches were free to take the mine) everything was fine, the game lived on.
Well, IIRC, what you're describing seems to be the difference between disarming a mine with the inventory open and the inventory closed. If it's closed (and full), the mine will go straight to the ground, probably causing the crash. Otherwise, it goes to the cursor. So the bug would be either in the part of the code that looks for empty slots in your inventory, or the code that drops the mine to the ground if it can't find any.
Was not able to reprocuce it, the game refuses to crash. Shit.
No difference whether inventory is open or closed: defused mine goes to the drop cursor and can safely be dropped/thrown without crash.
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Sergeant Major
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232781]
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Tue, 08 September 2009 15:47
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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No, Warden civs pretty much become hostile all around Arulco once you had 2 or 3 big fights with them. Whenever I enter a sector with some of them in there they are automatically hostile.
I think the respawning is hardcoded to the sectors, but that's only a guess, as I have absolutely no idea where to find it in the code...
Anyways, I'm currently deleting the warden civs temporarily out of the maps again (once that issue gets fixed I place them back in the maps... I like the added enemies, but I hate the respawn). I might be able to upload a map update tonight.
Working schedule for map updates:
Remove warden civs and ownerships from the maps again. :/
Finally update rows L-P (which I have delayed probably way to long already...)
Add missing wall tiles in some maps (already fixed the shelf that blocked a door in the garage in C9)
Rework C14 map, as there is way too much wasted space and the entry point is too close to enemy positions (this will probably take longer, so it's not top priority on my list).
Issues I can't solve on my own and need help for:
Sectors around San Mona not loading on second time you enter the sector.
Respawning Civs
Hospital endless clock (though I didn't even had the chance to test it myself... would be interesting to know, if this only happens when you try to get treated by Vince or if it also occurs with Steve. Did you speak to Jenny first?)
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232783]
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Tue, 08 September 2009 16:08
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goc_man |
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Messages:113
Registered:November 2007 Location: Croatia |
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smeagolJust tested the AK chest rig & revolver belt thing. For me everything works perfect. There are some strange things going on, but nothing causing a crash. For example, if you seperate a full vest into rig and belt again, the items remain in the former belt slots in the vest, but can be taken out from there normally. If you add a loaded belt to a vest, you'll get pouch set straps with a [color:#3366FF]*[/color] and the items in the belt disappear. But if you use those straps to seperate the vest again, the items re-appear. But as I said, no crashes involved. This is probably an issue with your .exe.
I just encountered the same problem, only this time it was concerning some mod leg rigs. After some testing I concluded that one particular set strap item causes the crash when used on any of the rigs. Then I remembered that it was the exact same set strap that I used before on the AK chest rig, and tested it on some other gear which can be separated in this way, and in each case a crash occurs. So, it was that one damn set strap :angry: , all others work fine.
Btw, those pesky Warden civs at the Drassen SAM are driving me crazy. I had to kill them like 5 times cuz I was moving some equipment from the sector. I know you're working on this in your next release, but is there any quick way of deleting them? I never used the map editor so please help. I really want to get my stuff out of the SAM site and don't feel like kill them for the hundreth time.
Btw #2, I love the mod so far. I started on Expirienced (hope it won't be too easy, wasn't sure cuz I played only with WF maps before) just conquered Drassen and the SAM site, the balance so far is great and I love all the items, been fooling around with LBE till dawn (mad_man(me) playing JA2 at 6:00AM: must...have..perfect...team...perfect... :sleep: )
EDIT about Warden civs: Lol, you replied while I was writing this . Cool, so the update will remove them. Great work
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Sergeant
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