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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231977] Fri, 28 August 2009 22:12 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
you are becoming photoshop artist after all ... Very Happy :ok:
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231981] Fri, 28 August 2009 22:33 Go to previous messageGo to next message
ssd

 
Messages:23
Registered:July 2009
Location: Germany
Yeah good job except the "Headset & Radio" and "Headset". Both are a bit pixelized or rather grainy tbh.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231989] Sat, 29 August 2009 00:38 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
The Headset was one of my first attempts and it was quite difficult to get a good pic for the H&R.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231990] Sat, 29 August 2009 00:39 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
what am i supposed to download from all that stuff and how to install it?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231993] Sat, 29 August 2009 00:46 Go to previous messageGo to next message
ssd

 
Messages:23
Registered:July 2009
Location: Germany
Logisteric
what am i supposed to download from all that stuff and how to install it?


I guess the most of that stuff comes with the next update. And some is already in V36. Or am I wrong? Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231994] Sat, 29 August 2009 00:48 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Except for the heavy sniper suppressor everything is in the last update (some of the items have been in there for quite some time actually...).


Edit:
I changed the SCAR WP.

The CQB version now has the stats of the sniper variant, the sniper variant is a conversion to 7.62x54R. Just need to update the pic, but that's what I will do now.

[Updated on: Sat, 29 August 2009 00:55] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232002] Sat, 29 August 2009 03:40 Go to previous messageGo to next message
ssd

 
Messages:23
Registered:July 2009
Location: Germany
smeagol
The Headset was one of my first attempts and it was quite difficult to get a good pic for the H&R.


I have made a new Headset. Feel free to use it. I've also made inventory (interface) and ground (tilesets) images for it. Whether u decide to use it I could send them to u. Just click on the pic for its real size.

http://www.coupe-de-la-ligue.de/p1item77.png
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232008] Sat, 29 August 2009 09:19 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
Looks good :ok:


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232021] Sat, 29 August 2009 10:53 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
Did you up the damage caused by the thompson ? Seems worth using now ! And , for jeans , can you make them blue ? Bit confusing ,when looking at gear ,then finding out what I thought was armour , turns out barely able to keep out the chill Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232087] Sun, 30 August 2009 03:18 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
hey smeagol, it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232100] Sun, 30 August 2009 09:33 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
Little item suggestion for the mod , a hand axe ! More damage than knife ,slightly heavier , mmmm?


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232117] Sun, 30 August 2009 11:41 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
Make it throwable too Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232119] Sun, 30 August 2009 13:13 Go to previous messageGo to next message
orko_oskar

 
Messages:77
Registered:April 2007
Location: Sweden
Or a combat shovel Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232120] Sun, 30 August 2009 13:15 Go to previous messageGo to next message
Friendly Fire

 
Messages:75
Registered:January 2006
Yes but not a folding one.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232121] Sun, 30 August 2009 13:33 Go to previous messageGo to next message
Friendly Fire

 
Messages:75
Registered:January 2006
A suggestion for a merge : grenade + glass jar = "grenade in a jar ".
Possible uses : boobytrap for a door or projectile for a new launcher, a sling (actually used in the spanish civil war to throw grenades at long distances).
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232140] Sun, 30 August 2009 15:32 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
orko
Or a combat shovel Smile


Already in (there are two versions of the spade: a folding spade and a shovel, and the shovel is basically the "combat" version with increased damage. both can be used as a crowbar). Only thuing is, that I didn't make a new pic, maybe I'll add one...


Lockie
Little item suggestion for the mod , a hand axe ! More damage than knife ,slightly heavier , mmmm?


To make that really worthwhile, there should be a new merc animation (the Katana with the knife animation looks pretty pathetic). But I might add in an axe.


Friendy Fire
A suggestion for a merge : grenade + glass jar = "grenade in a jar ".
Possible uses : boobytrap for a door or projectile for a new launcher, a sling (actually used in the spanish civil war to throw grenades at long distances).


Don't think the booby trap thing for doors would work. I like the idea, but I think that's not possible at the moment (guess you'll have to stick with land mines to boobytrap doors or use the remote detonated traps, like the new grenade mines, I think I will add more of them... first testings with the smoke mine have shown that they are quite useful)

Mauser
hey smeagol, it


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232141] Sun, 30 August 2009 15:33 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Quote:
Or a combat shovel


Does that come with a William H. Macy portrait?


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232146] Sun, 30 August 2009 17:40 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Finished updating the two missing sectors in row H.
Next up will be rows I and J.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232186] Mon, 31 August 2009 03:38 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Headrock
Quote:
Or a combat shovel


Does that come with a William H. Macy portrait?


Awesome. Obscure comic book movie references!
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232187] Mon, 31 August 2009 03:47 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Kindred
Headrock
Quote:
Or a combat shovel


Does that come with a William H. Macy portrait?


Awesome. Obscure comic book movie references!


I was so puzzled by this, I actually had to make a web search to find out what that was about...


On another note:
I know, this has been answered before, I just can't find it (neither with forum search, nor with manual browsing through various threads):
The WF map north of San Mona Mine (must be C4 or D4 or something around that), crashes when you visit the second time because of some files missing. I think I remember, that Starwalker knew how to fix it, it had something to do with a temporary file. But I can't quite get the details right... So, anyone out there who knows?


Edit: added screenshot

http://img207.imageshack.us/img207/74/errormessagek.png

Translation of the error message:
Error! Missing or corrupted game file. Game will shut down now.


It's not like the sector is really important... it's just simply annoying.

The error happens in C4 and E4. I try to locate some more sectors that have this error. My guess is that it has something to do with the kingpin civilians that hang out in those sectors... okay, B6 and B7 are also on that list. Interesting enough, though, B5 is not...

Those 4 sectors (B6, B7, C4 and E4) are the kingpin drug farms around San Mona.
They all work fine, when you visit the sectors for the first time. The second vist after some time will cause the crash.

[Updated on: Mon, 31 August 2009 04:04] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232189] Mon, 31 August 2009 04:35 Go to previous messageGo to next message
Friendly Fire

 
Messages:75
Registered:January 2006
I had the same error in the port south of Palmas, crash on the second visit, with the same message.
Also crashes with the jeep, once boarding it and another time when trying to dismiss it.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232191] Mon, 31 August 2009 05:32 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
i came across a curious bug, the "phantom soldiers spawn" as i call it.

in central SAM, whenever i change from strategic into tactical, suddenly the green guys appear everywhere and get massacred by my militias.

i cannot recall having seen the green enemys whilst assaulting central SAM, but after that they spawn over and over again.

anyone else encountered this bug with the latest mod files and HAM 3.5?

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232201] Mon, 31 August 2009 11:06 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
smeagol
Edit:
I changed the SCAR WP.

The CQB version now has the stats of the sniper variant, the sniper variant is a conversion to 7.62x54R. Just need to update the pic, but that's what I will do now.

The SCAR-Sniper in 7.62x39mm has the longest barrel for that caliber, that's why it has the range it has in basic 1.13. And like somebody else already wrote, you are not supposed to get much more range out of a round that has been /designed/ for a maximum of 300m. It's just called a 'Sniper' because it is the longest-barrel-variant.

Changing the /caliber/ within one family-branch of the SCAR does not make much sense, the SCARs have been made for easy change of version, but for a caliber change you'd need to carry a whole conversion kit in addition to your SCAR, not just a replacement barrel.

And giving the former Sniper-values to the CQB-version does not make sense at all, because the CQB's barrel is much too short for the range the Sniper-version has...

So this seems to be a very stupid change to me Sad


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232220] Mon, 31 August 2009 15:16 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Starwalker

The SCAR-Sniper in 7.62x39mm has the longest barrel for that caliber, that's why it has the range it has in basic 1.13. And like somebody else already wrote, you are not supposed to get much more range out of a round that has been /designed/ for a maximum of 300m. It's just called a 'Sniper' because it is the longest-barrel-variant.


Yes, I can take that side of the argument. However, the CQB version of the SCAR WP was quite underpowered.
At the moment 7.62x39 guns in game have a range between 245 (AKMSU) and 420 (RPK). The SCAR WP CQB is set to 360 at the moment (for further comparison, the KAC-47 has 305, the AKM has 330 and the AEK-973 has 345).

I think I will cut down the SCAR range to 330 then. And on the contrary, the 7.62x39 SV as it was, didn't make too much sense, considering the 7.62x39 round has such a limited range (It seems that FN hasn't even released their WP conversion kits. If you try a google search for SCAR WP conversion kit, the second result is a link to the bears pit, I think that should tell enough ^^ And on the FN site, the SCAR is only shown in 5.56 and 7.62x51 versions).


Starwalker
Changing the /caliber/ within one family-branch of the SCAR does not make much sense, the SCARs have been made for easy change of version, but for a caliber change you'd need to carry a whole conversion kit in addition to your SCAR, not just a replacement barrel.


That's a simply change, I just need to get rid of the WP Barrels. And change the merges to Conversion Kit merges.

Starwalker
So this seems to be a very stupid change to me Sad


No reason to be sad about that, I'm someone who listens. Wink


@Starwalker, did I remember correctly, that you know how to fix the error mentioned above?


Edit: okay, I decided to change the SCAR WP back to a CQC and a regular long barreled version. I think I will add the 7.62x54R SCAR as an additional item (possibly with the conversion kit only available through Tony).

[Updated on: Mon, 31 August 2009 19:04] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232222] Mon, 31 August 2009 15:33 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Mauser
i came across a curious bug, the "phantom soldiers spawn" as i call it.

in central SAM, whenever i change from strategic into tactical, suddenly the green guys appear everywhere and get massacred by my militias.

i cannot recall having seen the green enemys whilst assaulting central SAM, but after that they spawn over and over again.

anyone else encountered this bug with the latest mod files and HAM 3.5?



Ugh... that's ugly. But nothing I can change without taking the green guys out of the maps. Did you update after you have taken the central SAM? The green guys there come with the last update.



Edit:
Added the SCAR WP Sniper and the conversion kit.

At the moment I'm doing a big cosmetical change to item names. I was quite fed up with playing hide&seek when looking for a specific LBE item. Therefore I decided to sort them with prefixes. So for example instead of Russian 106 vest you'll now find the item listed as Vest - Russian 106. This might seem like a minor change, but I think it will add some play value in reducing time you need to find a specific item.
At the moment, I've only done the changes for the English version, but I'll continue doing the changes to the German version, as well. Currently used prefixes for LBE items:

- backpack
- belt
- combat pack
- leg rig
- mod. pouch (single pouches from the modular pouch set)
- mod. rig (combined leg rigs from mod. pouches)
- vest

I think I will do the same for weapon attachments, though changing the names on the LBE items alone was quite some boring and long work...

It's simply annoying, that the items in the sector inventory are all messed up (well, technically they aren't, I know... but it's still quite a nuissance, that the items especially of the misc. category are all spread around in alphabetical order...). The name changes might look a bit odd in some cases (like "Vest - LBE Gear" for example), but it helps in sorting the stuff, and that's what counts in my opinion.

[Updated on: Mon, 31 August 2009 18:32] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232233] Mon, 31 August 2009 20:01 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
New game , moseyed along to La Chitzena , took it , trained militia , 7 mercs inc. Ira ,day 10 ran out of cash , mercs deserted , D's troops attacked in waves of 13 or so , Imp dead . Start again . Boll***s

Sad

Tisn't easy all you woosies , that're playing Standard JA2...... Very Happy

It's a mans life in Smeagols 1.13 mod :smilingsoldier:


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232236] Mon, 31 August 2009 20:47 Go to previous messageGo to next message
Maalstroom

 
Messages:344
Registered:December 2008
Location: en route to San Hermanos
delisle carabine is a sniper weapon cause that wat bobby ray says! and why my precious G11 is only in sf? is this a futuristic weapon?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232237] Mon, 31 August 2009 21:06 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
yes and no

it was on schedule to be the main rifle in the bundeswehr - there were in fact test for delivery and handling by non-combat units such as supply and maintenance. with the fall of the 'evil empire' those who were supossed to be shot at with it vanished and as it was the most expensive ordinance rifle it was put on halt and later replaced by the much cheaper g36.

and thus the most modern and reliable assault rifle that was ever built stranded as a dead end - if the commies had sustained lets's say five more years it'll be nato-standard today (that includes the us-army).

btw the numbers they name as acctually built are a lie - they must be a lie - there were more, but they scraped them. a friend of mine swears he was part of an air-drop test with 2000 g11s (he called it the stalingrad-test, for obvious reasons) and they already had some production-line-improvements for wich hk is famous.

there are also rumours it was about to be ordered as standard issue for 21th regiment, british army - that is the regiment with two slogans:

1. who dares wins
2. noone walks faster than mr heckler & koch
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232242] Mon, 31 August 2009 21:42 Go to previous messageGo to next message
Forral

 
Messages:75
Registered:May 2009
Location: Sweden
Friendly Fire
Also crashes with the jeep, once boarding it and another time when trying to dismiss it.

I had lots of troubles with mounting and dismounting vehicles a little while ago. What would happen for me was that the vehicle would somehow consider itself a squad member in a non-existing squad after I had made characters dismount the vehicle by giving them all a specific task at once rather than assigning them to a squad in order to dismount.

The vehicle, even though it believed it was part of the nonexisting squad, could not be moved on its own, but the game would instead crash when attempting to do so. Also, if I would attempt to make anyone mount the vehicle from the strategic map while the vehicle was in such a state, the game would crash.

The only surefire ways I found to prevent this, was to either from the strategic map make all mercs onboard a vehicle first make a new squad together before switching to their new tasks, or to make personel leave the vehicle one by one on the tactical map.

A vehicle that thought it was part of a squad even though it wasn't, could at the time be fixed by making a merc enter and exit the vehicle from the tactical map. I don't know if this helps you, but this stuff gave me a bit of a headache a while back.

I haven't encountered it all though in my recent games.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232267] Tue, 01 September 2009 04:11 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Finished with those prefixes (both German and English versions). I don't know, if those prefixes will fit the description boxes, in that case I'll have to cut them down to acronyms.

Okay, let's see...

LBE items:
Vest
Belt
Leg Rig
Backpack
Combat Pack
Mod. Pouch
Mod. Rig

Face Items:
Gas Mask
Headset

Mis Items:
Attachment (yes, this was quite tedious Wink )
Conversion Kit (includes barrels, upper receivers, rails, fixed optics...)
Drink
mod. (the taped attachments, that are either inseperable or used for further merges)
Sight (binoculars)
Syringe (Energy and Regen. Booster)
Upgrade Kit (armour conversion kits)

I hope these changes bring in some order into chaos. Smile




Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232273] Tue, 01 September 2009 05:15 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
say smeagol, did you do something to Shadow?

because in my game, he

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232290] Tue, 01 September 2009 14:13 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Mauser
say smeagol, did you do something to Shadow?

because in my game, he


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232291] Tue, 01 September 2009 14:18 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
smeagol
@Starwalker, did I remember correctly, that you know how to fix the error mentioned above?

Sorry, which one exactly?


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232292] Tue, 01 September 2009 14:23 Go to previous messageGo to next message
orko_oskar

 
Messages:77
Registered:April 2007
Location: Sweden
Looking forward to those prefixes, great idea.
Haven
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232294] Tue, 01 September 2009 14:34 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Starwalker
smeagol
@Starwalker, did I remember correctly, that you know how to fix the error mentioned above?

Sorry, which one exactly?


I'm referring to the crash in the loadscreen of a map, occuring due to missing//corrupted file in the maps around San Mona (screenshot and a more in depth description is in one of posts slightly above this one).

Orko
Looking forward to those prefixes, great idea.
Haven


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232295] Tue, 01 September 2009 14:53 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
smeagol
I'm referring to the crash in the loadscreen of a map, occuring due to missing//corrupted file in the maps around San Mona (screenshot and a more in depth description is in one of posts slightly above this one).

You can switch off external loadscreens via the options-ini:
USE_EXTERNALIZED_LOADSCREENS = FALSE

But that's probably not a solution to the problem mentioned, as there seems to be something else missing...

[Updated on: Tue, 01 September 2009 14:54] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232300] Tue, 01 September 2009 16:35 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
hey smeagol, just started to take Palmas. the map of O9 is a little but unfortunately designed.

especially the junk heap on the northwestern edge, where you can position your mercs behind.
problem is, in 1024 resolution, you cannot see or select your mercs well at all because they

[Updated on: Tue, 01 September 2009 18:24] by Moderator


☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232305] Tue, 01 September 2009 17:11 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Mauser
hey smeagol, just started to take Palmas. the map of O9 is a little but unfortunately designed.

especially the junk heap on the northwestern edge, where you can position your mercs behind.
problem is, in 1024 resolution, you cannot see or select your mercs well at all because they

[Updated on: Tue, 01 September 2009 17:56] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232310] Tue, 01 September 2009 18:39 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
smeagol
Also fiddled a bit with gun reliability (mostly increased reliability on the old AKs and bolt action rifles). AET and Glaser ammo will give penalties to reliability (heaviliy depends on used caliber and in some cases even whether the ammo is magazine fed or in speedloader form. For example, .357 AET speedloaders only have a -2 reliability penalty, where as an .357 AET mag has -6), in addition Ball ammounition now provides a small bonus (so that ball ammo isn't completely outclassed by FMJ any longer. Could especially be useful for those 9mm C-Mag MP5's).


good idea! there should be some tradeoff for having such an overpowerful ammo. maybe you could change the AET ammo to HV (High Velocity) rounds. that are FMJ rounds with increased propellant charge for higher speed, resulting in higher armor penetration and stopping power. but on a downside, those rounds stress the system much more and can lead to quick degradation and critical failures.
also, the

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232316] Tue, 01 September 2009 19:49 Go to previous messageGo to previous message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Just added a new ammo type for 9x19mm.


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