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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255096] Mon, 28 June 2010 22:09 Go to previous messageGo to next message
datakurs

 
Messages:169
Registered:June 2009
Location: Budapest, Hungary
I don't know which mod is responsible for this (1.13 / WF maps / AIM): the senile Mr. Kulba sends two .50 Beowolf pistols with some 7,62*51 rounds. Not a bug but obviously isn't logical.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255097] Mon, 28 June 2010 22:57 Go to previous messageGo to next message
smeagol

 
Messages:2726
Registered:June 2008
Location: Bremen, Germany
That's weird. :headscratch:



Edit:

I'll be uploading an update soon, that fixes the Mp40, issues with beowulf ammo boxes and the .22 LR stuff.


Edit2:

AIM V48 is up.

[Updated on: Mon, 28 June 2010 23:11] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255104] Tue, 29 June 2010 01:21 Go to previous messageGo to next message
datakurs

 
Messages:169
Registered:June 2009
Location: Budapest, Hungary
DepressivesBrot
Replace 'Adult Spit.wav' with the original file. Just search your folders as I don't know where exactly it is.


No such file exists among original files.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255107] Tue, 29 June 2010 02:49 Go to previous messageGo to next message
smeagol

 
Messages:2726
Registered:June 2008
Location: Bremen, Germany
It is possible, that this file is hidden in the slf archive...


Anyways, I just started to rework HAM facilities for WF maps and so far I've updated quite a lot of maps and added two new facility types (nothing spectacular...).


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255120] Tue, 29 June 2010 13:13 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
datakurs
DepressivesBrot
Replace 'Adult Spit.wav' with the original file. Just search your folders as I don't know where exactly it is.


No such file exists among original files.

I'm not 100% sure, but if you simply delete the file (make a backup to be safe), the game *should* fall back on the slf archive and use the original file.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255131] Tue, 29 June 2010 20:34 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
smeagol
It is possible, that this file is hidden in the slf archive...


Anyways, I just started to rework HAM facilities for WF maps and so far I've updated quite a lot of maps and added two new facility types (nothing spectacular...).


I added ACA buildings in the new/other cities. Just to give the possibility of training militia. My game on insane with agressive AI was a nightmare without it, just look.:
http://img444.imageshack.us/img444/584/98240450.jpg
Had to train that militia ALL THE TIME. Nonstop, Just one break in the defence and elites would be pouring in like rats.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255164] Wed, 30 June 2010 19:50 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
smeagol
It is possible, that this file is hidden in the slf archive...


Anyways, I just started to rework HAM facilities for WF maps and so far I've updated quite a lot of maps and added two new facility types (nothing spectacular...).


Smeagol is it possible you can bring back the jeep in the WF omerta map? I remember I only had it on one version and I never got it again. Sad
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255167] Wed, 30 June 2010 19:58 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
it's always there - open your eyes
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255172] Wed, 30 June 2010 20:23 Go to previous messageGo to next message
datakurs

 
Messages:169
Registered:June 2009
Location: Budapest, Hungary
Smeagol, will you make a maps-only version of WF 6.07 like it was in 6.06? I don't like much new mercs, Miguel's voice etc. but the maps and cities I do.
Or how to edit it securly from current 6.07? Is it enough to copy the files from the Maps folder into my installation?
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255173] Wed, 30 June 2010 21:00 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
what? There is WF 6.07?

@Logi

I have reason to believe I'm using a jeep-less version of WF maps.
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=240777#Post240777

I remember where it was when I had it, near a small garage in A10.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255174] Wed, 30 June 2010 21:08 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
not near it in it - did you 'play' with the map-editor?

edith: read your link - that never happened to me (as i made my own 'no new mercs'-pack) - the jeep is definately in the map -> so just do as loucifer said (there should be a funny looking guy in the garage, though - dressed like a parrot)
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255175] Wed, 30 June 2010 21:16 Go to previous messageGo to next message
Anonymous
datakurs
Smeagol, will you make a maps-only version of WF 6.07 like it was in 6.06? I don't like much new mercs, Miguel's voice etc. but the maps and cities I do.
Or how to edit it securly from current 6.07? Is it enough to copy the files from the Maps folder into my installation?
Definitely get rid of the new mercenaries and new voices. Keep Ira's new portrait though.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255176] Wed, 30 June 2010 21:21 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
Thanks for the "help".

There is no jeep in the SVN version no matter how you spin it. And if people don't come here and read that guide on what to do, they won't have it. So I was wondering if Smeagol can include a fix for it in his mapupdate.

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255178] Wed, 30 June 2010 21:25 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
up your prof.dat - i change it for you

edith: did you see that 'parrot'? - it's more than prof.dat if he's not there

[Updated on: Wed, 30 June 2010 21:26] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255180] Wed, 30 June 2010 21:45 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
No mate, it's empty. According to that link I posted you need a few files to go along with it.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255183] Wed, 30 June 2010 21:54 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
what i need first is your prof.dat and the a10-map - i don't thin i need more - i don't need the npc-files (and if i needed them i have them) but i can't use my prof.dat (it's heavily altered) - if you had that 'parrot' the jeep was in the map but not defined in prof.dat

best sollution would be

1. you start a new game and look for the 'parrot' - if he's there i do not need the map
2. you up your ini and all your prof.dats (+ if needed the map)
3. you wait about ten minutes and then you download it from my skydrive
4. you test it - if it's okay anyone can use it
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255187] Wed, 30 June 2010 22:30 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
http://rapidshare.com/files/404123863/jeepstuff.rar.html

that's my j2options ini and all my dat. I only use prof.dat anyway.

There is no parrot guy anywhere whatsoever. Sad
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255190] Wed, 30 June 2010 22:43 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
try [color:#FF6666]link deleted[/color] just unpack and put into 'data_wf\binary_data' you need a new game to test it

edith: wait a sec - forgot the sector entry

judith: try this

[Updated on: Wed, 30 June 2010 22:51] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255193] Wed, 30 June 2010 23:13 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
It works. Cheers mate.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255194] Wed, 30 June 2010 23:26 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
no prob

@ smeagol,

add that file to your skydrive - guess people are more comfortable to find it your place than mine

'alwayuseprofdat' (or how it's called know) has to bee set to true in the ini
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255235] Thu, 01 July 2010 12:21 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
My prof dat was also heavily modded Razz
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255236] Thu, 01 July 2010 12:35 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
okay this is the one upped now - anyone a not altered wf606-prof.dat - thit should be the one on the skydrive
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255355] Sat, 03 July 2010 03:10 Go to previous messageGo to next message
smeagol

 
Messages:2726
Registered:June 2008
Location: Bremen, Germany
Reworked HAM facilities for the WF maps. And just uploaded the two files.


Those two files have to be put into the Tabledata\map folder, and of course you need to have HAM facilities active.



The facility list isn't complete at the moment and might get several additions in the near future.

[Updated on: Sat, 03 July 2010 03:21] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255369] Sat, 03 July 2010 10:06 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1540
Registered:March 2009
Location: Broadwurschd-City
does this work with a running game?
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255370] Sat, 03 July 2010 11:15 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
Yes, it does work with a running game.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255499] Mon, 05 July 2010 00:58 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
Smeagol, I know that when you use the wildfire maps, there are 2 versions and they get swapped. Do you know how this works exactly? Does this swap or is it random? I started a new game, only got as far as drassen, how will this affect my next game?
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255500] Mon, 05 July 2010 01:10 Go to previous messageGo to next message
smeagol

 
Messages:2726
Registered:June 2008
Location: Bremen, Germany
There are only a few maps with alternate versions actually (like Drassen Airport, C9 and some of the roadblock sectors.... I might add in "different" versions when I have the time to start working on big maps, though these maps probably will only differ in enemy placement, items, lights and such... the basic map design will stay the same).

I think the sector is determined with a new game.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255501] Mon, 05 July 2010 01:30 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
So the other major cities don't have alternate maps? Bah. I enjoy the WF maps a lot more than vanilla because they feel a lot more diverse and challenging in design... Hey, I thought you forfeited the big maps.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255503] Mon, 05 July 2010 01:47 Go to previous messageGo to next message
smeagol

 
Messages:2726
Registered:June 2008
Location: Bremen, Germany
Well, it's on ice until the exe runs stable and I have a bucket load of time to work on the maps (building maps from scratch is very time intensive... on the Drassen mine big map I worked almost a week). Don't expect this to get done within the near future... but it's still on my to-do-list.

[Updated on: Mon, 05 July 2010 01:48] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255586] Tue, 06 July 2010 17:33 Go to previous messageGo to next message
smeagol

 
Messages:2726
Registered:June 2008
Location: Bremen, Germany
After a long discussion with Headrock about gun noises I decided to rework most of the "attack volumes" of guns in-game. As I see it, the noise code is a but screwed up at some points and maybe some values (like open a door with a crowbar) even have a chance to get externalized at some point.

The noise calculation code seems a bit complicated, and as of now, some values don't reflect my interpretation of certain guns too well (one of the reasons, for example, why the VSS is such an

[Updated on: Tue, 06 July 2010 18:05] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255588] Tue, 06 July 2010 18:21 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
IRL You're not supposed to use subsonic ammunition with the MP5SD since the suppressor decreases the velocity of the round below the speed of sound.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255589] Tue, 06 July 2010 18:23 Go to previous messageGo to next message
smeagol

 
Messages:2726
Registered:June 2008
Location: Bremen, Germany
Well, that would be hard to realize in game, I guess...

Edit:
I've been thinking about this a bit... one way to simulate it could be to make the MP5SD (and silmiliar guns, like the Famae Silenciada) silenced enough to make it rather uninteresting to add cold loaded ammo to it (for example to let it have a regular loudness of 3 for example, sure cold loaded would drop it to 1, but that would also add the disadvantages of cold loaded ammo [smaller penetration power] without too much gain).



I've also been thinking about how to rank certain "silenced" guns, this are my current results (not complete, and of course still debatable). I think that there should be a variance of - 3 to +4 for all calibres:

9x19mm guns should have a base loudness of ~5 with suppressor and cold loaded ammo (so the actual loudness could range from 2 to 9, depending on the gun.... exceptions would be MP5SD and Famae Silenciada with a base loudness of 3//4 and coldloaded with 1)

9x39mm guns should have a base loudness of ~6 (again, with variance added something between 3 and 10.... AS Val could have 3, VSS 4, VSK 5, Groza 8 and Vikhr 10)

5.56x45mm guns should have a base loudness of ~14 with suppressor and cold loaded ammo (resulting in a range from 11 to 18)

7.62x51mm guns should have a base loudness of ~18 with suppressor and cold loaded ammo (resulting in a range from 15 to 22)

VSSK should have a loudness of 7

WP guns in 5.45 and 7.62x39 don't have cold loaded ammo atm, so their noise is only reduced by a suppressor.

5.45 should probably be somewhere in the range of 16-20

7.62x39 somewhere between 20-28



Opinions?



[Updated on: Tue, 06 July 2010 21:08] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255628] Wed, 07 July 2010 13:34 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
9.39 guns are not very silent. They are intended more to hide the direction of the shot then to hide the fact of the shot itself. The sound of the gunshot of silenced 9.39 is reported to be similar to .22 LR. However you would not be able to locate the position of the shooter.

According to the game mechanics all 9.39 guns should IMHO be louder then 9 mm. Another correction is the effective range of VAL and VSS: 100 meters for head shot and 150-170 meters for a guaranteed body shot. So the effective range of VAL and VSS is smaller then for AK 74 etc (Please look at the barrel length with the silencer attached: http://gunsrus.narod.ru/vss.htm ).

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255633] Wed, 07 July 2010 14:41 Go to previous messageGo to next message
smeagol

 
Messages:2726
Registered:June 2008
Location: Bremen, Germany
Thanks for the information. Smile



Edit:

Okay, so I reduced range of the VSS, VAL and similiar guns by several tiles (VSS had 40 range, cut it down to 34). Range of those guns is now comparable to AKs.




[Updated on: Wed, 07 July 2010 16:12] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255674] Thu, 08 July 2010 01:50 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
LOL VSS has an 8.4" barrel! But I'm not sure if that is with or without suppressor?

Can't wait for Headrocks new CTH. Get's rid of range in favour of effective range. The VSS has a range of about 400m, but an effective one of about 200m. Beyond that it's tough to get a chest shot Sad


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255743] Thu, 08 July 2010 19:46 Go to previous messageGo to next message
smeagol

 
Messages:2726
Registered:June 2008
Location: Bremen, Germany
Finished reworking sounds and also added a Bizon SMG in 9x18mm Makarov with 64 round mags.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255744] Thu, 08 July 2010 20:10 Go to previous messageGo to next message
lockie

 
Messages:3904
Registered:February 2006
Location: Scotland
Glad to see you got enthusiasm back :ok:


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255746] Thu, 08 July 2010 20:29 Go to previous messageGo to next message
smeagol

 
Messages:2726
Registered:June 2008
Location: Bremen, Germany
Hehehehe....


Yeah, still lots of work to do and many more ideas. Wait till NAS and headrocks new CTH get implemented... Then I will have even more work.

And there's still that huge bigmaps project somewhere on the horizon...


Edit:
Currently adding the IMI Magal .30 SMG.

http://img692.imageshack.us/img692/9008/magal.gif

[Updated on: Fri, 09 July 2010 00:59] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255751] Thu, 08 July 2010 21:56 Go to previous messageGo to next message
datakurs

 
Messages:169
Registered:June 2009
Location: Budapest, Hungary
Smeagol, sorry for another dummy question but what do the files do in Radarmaps folder? If I want to play your 2 big maps, is it enough to use the ones from the Maps folder?
Your new AIM additions sound good Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255752] Thu, 08 July 2010 22:35 Go to previous messageGo to previous message
Sorkvild

 
Messages:14
Registered:June 2009
Hi I have a little question. AIM adds completely new materials into the game that are not available in WF ? Or only arms and equips mercs & enemies with goodies inside WF ? Thanks in advance.
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