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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234574] Tue, 06 October 2009 23:55 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Yeah, that's what I thought after I posted the last reply. And I've already changed it to 120 for the 5.56.
A box of 7.62x51, that I just made contains 80 rounds.

Still got 28 calibres in front of me...

Already got 6 different pics for ammo boxes (changed the 12g crates back to big crates to use the box pic, stole 2 more from DBB and made 3 new ones from sketch).



Edit:
And yes, this work is as boring as it gets...

[Updated on: Tue, 06 October 2009 23:56] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234616] Wed, 07 October 2009 17:01 Go to previous messageGo to next message
NYC is currently offline NYC

 
Messages:20
Registered:September 2006
Location: Brooklyn, N.Y. U.S.A
Things worth doing are not always fun and exciting. Quality products like this take a lot of painstaking and tedious work. So keep going, this is an amazing mod you got here! :super:

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234617] Wed, 07 October 2009 17:45 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Thanks. Comments like this keep me goning. Smile

Still 18 17 14 11 calibres more to go, but unfortunately these are mostly calibres that I really want to have a new//different pic for the boxes. So this may take a bit more time...

Boxes I still have to make:
.50 BMG (25 rnds)
12.7 (25 rnds)
12.7 sub (25 rnds)
7.62x37 (50 rnds)
7.62x54 (80 rnds)
9x39 (80 rnds)
.30-06 (50 rnds)
.300 WM (25 rnds)
.45WM (60 rnds)
.50AE (60 rnds)
12.5x35 (50 rnds)
4.6 (undecided)
4.7 (100 rnds)
5.7 (100 rnds)
5.56 SCF (undecided)
7.92x57 (probably will remove it entirely from BR including rifles and switch to Tony only... but then again, I might also add the MG42 with 120 rnd belts, don't know yet)
Metalstorm (probably not)

Darts (10 rnd boxes, already made an ammo crate for them. Might later add a magazine fed dart rifle with 5 rnds)


Yeah, that's the list and most of those ammos should probably get their own pic. I'm still not satisfied that 5.56, 7.62x51, 5.45 and 7.62x39 use the same boxes, but at the moment that'll have to do...


Edit:
Steyr ACR, Mauser 98K and Mauser M-03 and ammunition will only be available through Tony from now on (with upped inventory and lowered coolness for the Mauser rifles and ammunition).

[Updated on: Wed, 07 October 2009 19:22] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234687] Thu, 08 October 2009 18:17 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
If you ever wondered, what Douglas Adams meant by 42... look no further.

I proudly present Item Mod V42.


Next up are the dummy items to make those boxes show up in BR under the sub menus.

I might even add these items as some kind of "packing station" (that is as regular items, that technically are type "gun", but can't actually be used as a gun, only to create ammo boxes). Don't know yet... tell me what you think.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234689] Thu, 08 October 2009 19:06 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
i don't see any ammo-boxes

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234691] Thu, 08 October 2009 19:24 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Will take a day for them to show up at BR's inventory. And even then the stuff will only appear on the main ammo screen.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234773] Fri, 09 October 2009 17:36 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Fantastic, I love the ammo boxes! Very Happy
Finally, ordering ammo doesn't look like this -> :compcuppa:
Great work, keep it up.

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234774] Fri, 09 October 2009 17:47 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Currently adding the ammo donkeys (placeholder items to make the ammo show up under the submenus and which can be bought from local shopkeepers to create ammo boxes. It's a bit inconvenient, but that's the way I can handle it without code work...).

If anyone out there has a good idea, what those items could be, give me a hint. At the moment I'm literaly using a donkey for the pic of those items...


http://img190.imageshack.us/img190/174/donkeyv.png

[Updated on: Fri, 09 October 2009 17:48] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234777] Fri, 09 October 2009 18:51 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just made a testrun with those donkeys, and they work just fine.

It will take sone time for them to show up at local dealers, but eventually they will be available. I might even consider to make certain donkeys a bit more rare than others or only available through certain shopkeepers (just as an easter egg for those collectors out there Wink ).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234779] Fri, 09 October 2009 20:41 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Almost finished adding the donkeys.

Decided to make extra pics for each caliber, so that they are easier to identify in the sector inventory. Still have to make about 20 pics, but I think I should get this done within an hour or so...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234785] Fri, 09 October 2009 21:37 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Okay, finished. Now I'm working on making them actually show up in dealer inventories... only item I found after a test run, is the .38 Spc Donkey (which shows up at most dealers).

I'll now try if other's will appear in Tony's inventory.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234788] Fri, 09 October 2009 22:03 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Allright... evrything works as intended. The donkeys will take 2-3 days to show up in dealer inventories.

This update also adds the 2 missing ammo boxes for 5.45x18 and removes some magazines I forgot to set to 0 in BR's inventory.

V42b


As always, happy hunting and enjoy.

Feedback is appreciated, as well. :happybear:

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234798] Fri, 09 October 2009 23:48 Go to previous messageGo to next message
mrBrownsauce is currently offline mrBrownsauce
Messages:3
Registered:October 2009
Smeagol, I'm sorry if this is completely off-topic or has been answered elsewhere. I have read the previous alpha_item_mod threads but didn't see anything. I even made an account for the sole purpose of being able to search these forums for the answer! Anyway, I'm going to be starting a new game using the latest singles click installer and WF 6.06. I'd like to use your item mod, but I'm not a fan of the new inventory system. Will your mod not work if you don't use the new inventory system? I know that the maps you've made will cause problems, since items will try to load that don't exist. Thanks for all your work!

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Civilian
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234800] Sat, 10 October 2009 00:36 Go to previous messageGo to next message
cdudau
There is a option when beginning a new game that allows you to turn off the New Inventory System.

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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234801] Sat, 10 October 2009 00:44 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
afaik items which are not included (lbe) show up as 'nada'-items in maps and your personel will arrive somewhat overloaded - the latter could probably cause a crash (if there are not enough pockets for their gear) - just try it

@cms

blabla - he didn't ask that


welcome to the pit, mr brownsauce

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234802] Sat, 10 October 2009 00:48 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
mrBrownsauce
Smeagol, I'm sorry if this is completely off-topic or has been answered elsewhere. I have read the previous alpha_item_mod threads but didn't see anything. I even made an account for the sole purpose of being able to search these forums for the answer! Anyway, I'm going to be starting a new game using the latest singles click installer and WF 6.06. I'd like to use your item mod, but I'm not a fan of the new inventory system. Will your mod not work if you don't use the new inventory system? I know that the maps you've made will cause problems, since items will try to load that don't exist. Thanks for all your work!


The Item mod contains lots of new LBE items. I'd say, give it a try. The NIV advances the game to a new level.

And I don't think that the mod will work with the old inventory properly.

The mod was designed to be used with NIV, so running it with OIV will most definately cause problems. The mod won't work with Crepitus enabled, as well (due to the Flamethrower overwriting a crepitus item.. and besides the maps for the bugs haven't been reworked. I just don't like them, so basically I don't care about having Crepitus in my game//mod).

So basic setup should be:

- Crepitus disabled.
- NIV


Difficulty can be chosen freely, I run it at Insane, and it works quite well for me.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234803] Sat, 10 October 2009 00:51 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Logisteric
afaik items which are not included (lbe) show up as 'nada'-items in maps and your personel will arrive somewhat overloaded - the latter could probably cause a crash (if there are not enough pockets for their gear) - just try it


Well... actually I think the items will show up in the maps, but will cause crashes when picked up. At least that's what it was like when I started working on the maps in the first place and why I had to delete loads of grenade panels from OIV that were lying around in the WF maps. Those items caused crashes and had to be deleted. I think having LBE items show up in an OIV game will basically work the same (=> CTD when picked up).

Again, I'd say OIV is a no-go with the Item Mod.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234804] Sat, 10 October 2009 00:53 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
i used one of your maps (barinas) in a standard 1.13 environment and got 'nada's

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234805] Sat, 10 October 2009 00:57 Go to previous messageGo to next message
mrBrownsauce is currently offline mrBrownsauce
Messages:3
Registered:October 2009
Thanks for the quick answers! Per Logisteric's advise I'll give it a whirl with the OIV, but per Smeagol I won't be at all surprised to see CTDs. If not, then I'll just have to learn to like NIV!

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Civilian
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234807] Sat, 10 October 2009 01:00 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
mrBrownsauce
Thanks for the quick answers! Per Logisteric's advise I'll give it a whirl with the OIV, but per Smeagol I won't be at all surprised to see CTDs. If not, then I'll just have to learn to like NIV!


... and tell us who was right, of course - have fun!

btw oiv sucks (just my two euros)

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234814] Sat, 10 October 2009 04:13 Go to previous messageGo to next message
ssd is currently offline ssd

 
Messages:21
Registered:July 2009
Location: Germany
NIV suxx tbh! I play OIV only and never had any problems with the item mod and maps. I can pick up the NIV items without crashes but of course I can't use them.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234931] Mon, 12 October 2009 11:30 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
smeagol
Well... actually I think the items will show up in the maps, but will cause crashes when picked up. At least that's what it was like when I started working on the maps in the first place and why I had to delete loads of grenade panels from OIV that were lying around in the WF maps. Those items caused crashes and had to be deleted. I think having LBE items show up in an OIV game will basically work the same (=> CTD when picked up).

Those grenade panels have originally been other items in WF, they just have the same itemnumber as the WF-original item (but I do not remember what that item was).

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234938] Mon, 12 October 2009 13:40 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
LAWS and Talons, as far as I remember.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234944] Mon, 12 October 2009 15:23 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
smeagol
LAWS and Talons, as far as I remember.

That would have to be different LAWs and Talons, as these still have their vanilla JA2 itemnumber (yes, the Talon is still in 1.13, but it is useless). I believe it was a newly introduced item.

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234952] Mon, 12 October 2009 16:20 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
The LAWS in WF had rockets to reload them, I guess those were the ones then...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234962] Mon, 12 October 2009 20:48 Go to previous messageGo to next message
mrBrownsauce is currently offline mrBrownsauce
Messages:3
Registered:October 2009
As requested here's the update: as ssd also reported the item mod is working fine with OIV! I'm using Spaceviking's latest .exe and there's been no problems at all.

I'm in Drassen getting ready to take over the mine and wait for the counter-attack. My favorite part.

Thanks again everyone!

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Civilian
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234991] Tue, 13 October 2009 10:26 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
smeagol
The LAWS in WF had rockets to reload them, I guess those were the ones then...

Aaah, forgot about WF's LAW being reloadable...

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235086] Wed, 14 October 2009 17:42 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
ammo donkeys? really?

seriously, i have no idea what to think of this! what

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235087] Wed, 14 October 2009 17:43 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
1. cleaning up the mess at br's ammo-section
2. repacking crates - to have them more handy (without using a gun, that is)

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235090] Wed, 14 October 2009 18:01 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
As stupid as it sounds, but those donkeys are very usefull.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235094] Wed, 14 October 2009 18:07 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
especially if your supply-squad has to walk

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235109] Wed, 14 October 2009 22:37 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
Just gave a try to this mod and I must say I love it. Lots of guns that are actually balanced unlike some mods (cough *DBB* cough). Lots of attachment combos as well, actually, I'm still figuring out all the combinations available. LBE combining is also new to me and I already love it. First one I learned was combining medic and canteen leg pouches. Very handy. Smile
New merc gear is quite refreshing step from the old and stale system as well.

This is my new favorite item mod. :rulez:

Edit: Oh yeah, I like the new donkeys and ammo boxes. Ammo boxes you get from BR really make me feel like I'm buying new ammo for real. Donkeys help putting my unused ammo back into those boxes. Smile

[Updated on: Wed, 14 October 2009 22:39] by Moderator

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235110] Wed, 14 October 2009 23:00 Go to previous messageGo to next message
elenhil is currently offline elenhil

 
Messages:64
Registered:June 2008
I've taken a look at it, too, and failed to appreciate the balance of having a sniper gun right from the start for my IMP char. Of course, the ammo will soon run out, but the whole starting equipment thing (like lots of attachments and some grenades into the bargain) didn't look balanced to me...

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235113] Wed, 14 October 2009 23:31 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Fill it with some C4 and you have a pipebomb

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235204] Thu, 15 October 2009 22:32 Go to previous messageGo to next message
cdudau
Where can I find the latest version of Aim =, and how can i implement it to the combo mod loader and combo mod bundle. This is kind of a hard question to answer being that every day I see ones that are similiar.

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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235205] Thu, 15 October 2009 22:35 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Latest Item Mod is V42b.

Can be found when you follow the link in my signitature (might not work with every browser, though... for example seamonkey somehow doesn't like the skydrive, whereas firefox works just fine).


Edit:
there are still some glitches concerning the new ammo boxes and the mags taken from BR inventory. Some magazines apparantly still appear at BR's in the last version. Logisteric had pointed some of them out to me, already and I have fixed that in my work-version, along with revising some ammo box values. This means I reduced weight on some boxes, as some were basically nothing more than mags with the same capacity, so there was no real gain there (ammo boxes should be a little bit lighter to counter weight the effect of increased reload speed).
Now boxes weigh 2 hg less in average compared to the same amount of ammo stuffed in mags... but still, if any of you finds more such things, drop me a note, so I can fix it 8especially mags appearing in BR's inventory). I haven't done too much in the last couple of days to warrant a new version... might do so, when the weekend is there, but I can't promise anything. At the moment I'm too busy with online gambling.

Also, if someone has more ideas on what kind of items and/or new merges should be included, always eager to get new ideas. The ammo box thing was quite tedious, though, so don't expect anything spectacular in the near future (and besides, on monday university semester is about to begin again, so time will be rather limited again for the next months...).

[Updated on: Thu, 15 October 2009 22:45] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235206] Thu, 15 October 2009 22:37 Go to previous messageGo to next message
cdudau
smeagol
Latest Item Mod is V42b.

Can be found when you follow the link in my signitature (might not work with every browser, though... for example seamonkey somehow doesn't like the skydrive, whereas firefox works just fine).
Is it possible to implement it into the combo mod loader and mod bundle. The ones that use batch files. Thanks for answereing my question so fast!

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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235209] Thu, 15 October 2009 22:49 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Don't know anything about the mod-loader. Guess it is possible. Maybe you should ask in that thread again, but I think that question should have been answered there already. Not sure...

I'm still a bit behind most recent version (still running on the rather old 2580 exe).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235273] Fri, 16 October 2009 11:18 Go to previous messageGo to next message
Schmidt is currently offline Schmidt

 
Messages:30
Registered:September 2009
Location: Br
A quick question.. If I want to play with the tasty aliens, do I just need to kick out the flamethrower off the items file? And copy over the GUN48.sti with the one in the original wildfire?

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235295] Fri, 16 October 2009 20:09 Go to previous messageGo to previous message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
You probably will also want to change the stats of that item and also rechange the tilecache back to original, unless you don't care about queen spit looking like the flamethrower...


Anyways... I've cut down duration of the emergency flare to just 1. In my opinion it's duration is a bit too long, it essentially is enough to through one flare at a spot and the AI is screwed for the duration of a whole battle (because they always run around in the light and are easy targets).
This will also make 60mm illumination shells a bit more usefull, as they basically were the same item as flares.

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Lieutenant

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