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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257000] Tue, 20 July 2010 21:34 Go to previous messageGo to next message
Logisteric

 
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taoteching
There would be coders, animators, xml workers, item adders, externalizers, sti creators. bug testers, interface tweakers, innovational brainstormers. quest workers, npc/rpc adders, cosmetic changes. et cetera et cetera.

Then have a meeting at least once a week regarding progress of the modification. This would also solve a lot of compatiblilty issues regarding the forementioned idea of more chieftains and less engines. A certain hierarchy would definitely have to be adopted, based on prior mod experience, contributation to the cause, and seniority.


what you describe is a company where people get paid - not a bunch of madmen who throw away their leisure time and thus get trouble with their families when they do it too often

had a good laugh about SENIORITY - that didn't work in the royal navy a century ago, when they choose by it - their technical board was so senior that the decided 'as any child knows iron is heavier than water and thus can not fload, for that it would be a stupid idea to built iron ships' very loosely quoted - they also choose general elphinstone by means of seniority and caused the afghan fiasko back in 1842 (some 60 years was senior than - especially for a soldier)
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257003] Tue, 20 July 2010 21:46 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1476
Registered:March 2009
Location: Broadwurschd-City
crap only one example

how many free slots for merc are available?

irion, the cyborg, the kids from vengance, posty, the 6 WF mercs, those guys from sog etc

make it modular, let any modder do what HE wants
if he needs help he will ask

but don't make it a discussion club or as Redge says "das erfordert eine sofortige Diskussion" sorry don't know what he says in English.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257005] Tue, 20 July 2010 21:53 Go to previous messageGo to next message
Anonymous
Logisteric
taoteching
There would be coders, animators, xml workers, item adders, externalizers, sti creators. bug testers, interface tweakers, innovational brainstormers. quest workers, npc/rpc adders, cosmetic changes. et cetera et cetera.

Then have a meeting at least once a week regarding progress of the modification. This would also solve a lot of compatiblilty issues regarding the forementioned idea of more chieftains and less engines. A certain hierarchy would definitely have to be adopted, based on prior mod experience, contributation to the cause, and seniority.


what you describe is a company where people get paid - not a bunch of madmen who throw away their leisure time and thus get trouble with their families when they do it too often


It would be the same as now, but everyone would be working together meeting deadlines. The most important pro would be that most mods would be released together saving all of the over writing of files and bugs related to combining modifications. H.A.M. 4, S.T.O.M.P. 2, Smeagol's A.I.M. and Map Update (minus new mercenaries from Wildfire), Warm Steels N.A.S., RoWa21's new 1.13 featurs being tested as we speak, et cetera.

They just need a guy to oversee the whole project and when it is finished call it something entirely new. Like T.T.C.M.P. (Tao Te Ching's Modification Projct)......
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257007] Tue, 20 July 2010 21:58 Go to previous messageGo to next message
Logisteric

 
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taoteching
... but everyone would be working together meeting deadlines.


:gaga: :gaga: :gaga: try it - good luck
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257009] Tue, 20 July 2010 22:26 Go to previous messageGo to next message
smeagol

 
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HELP..... MY thread gets hijacked again. :et5:


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257011] Tue, 20 July 2010 22:46 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
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smeagol
HELP..... MY thread gets hijacked again. :et5:


@ all: stop hijacking smeagol

[Updated on: Tue, 20 July 2010 22:48] by Moderator


☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257043] Wed, 21 July 2010 15:35 Go to previous messageGo to next message
smeagol

 
Messages:2731
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Added missing ammo boxes and the donkey for 7.92x57.

Fixed the American-180, which was unrepairable.


Edit:
Also added missing box and donkey for 5.56SCF

Only missing box, crate, donkey is now for metalstorm 9mm, and that will probably remain as such...



Uploaded V51 at the usual site (just click the download in my sig).


Edit:
Also uploaded a minor bugfix in the movementcost.xml.
It was possible to move between I3 and I2, but I2 should be an ocean sector, thus not passable. Unfortunately the fix requires a restart of the game. :/

but as there isn't much in I2 anyways, you can still play the game as usual with the older movementcosts.xml...

[Updated on: Wed, 21 July 2010 18:52] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257059] Wed, 21 July 2010 19:36 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Smeagol have you considered adding the N6 range of Noveske weapons?

http://noveskerifleworks.com/cgi-bin/imcart/display.cgi?cat=97
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257060] Wed, 21 July 2010 19:47 Go to previous messageGo to next message
smeagol

 
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Uhm... I have a 7.62 Noveske in already.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257061] Wed, 21 July 2010 19:58 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Hmm, that's weird. I though N4 was designated for CQB. Looking through their website N6 Leonidas is 12.5 inch.


Anyway, I don't remember your mod but the barrels are changeable. Would be cool to have a 21 inch heaby 7.62 noveske.

[Updated on: Wed, 21 July 2010 19:58] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257062] Wed, 21 July 2010 20:04 Go to previous messageGo to next message
smeagol

 
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Hmmm.... might add in 21 " barrel for the Leonidas, though the Hk417 pretty much fills the same role atm.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257063] Wed, 21 July 2010 20:23 Go to previous messageGo to next message
Jinxed

 
Messages:238
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Cool.

You know, you can get 50 round drum adapters for HK 17... Very Happy
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257067] Wed, 21 July 2010 20:57 Go to previous messageGo to next message
smeagol

 
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yupp... though atm that would also require a ton of new items (guns with c-mags, as I did with the other adapters, and new 50 rd drum mags).

I'll probably wait with the 50 rd mags until I rework AIM for NAS.

[Updated on: Wed, 21 July 2010 20:58] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257095] Thu, 22 July 2010 03:03 Go to previous messageGo to next message
smeagol

 
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Added Stinger Rubber Grenade and XM84 Stun Grenade.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257097] Thu, 22 July 2010 03:09 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
I know that you are against adding weapons that just overlap... But sometimes it's cool to use your national weapon... Even if it's a clone.

Are you adding any more armors and such?
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257099] Thu, 22 July 2010 03:22 Go to previous messageGo to next message
smeagol

 
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anything special in mind?


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257101] Thu, 22 July 2010 03:31 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Well, for one thing Dyneema plates. Varius PASGT combinations. American Interceptor armour and it's british counterpart Osprey Assault body armour.

And then you could have the elbow guards or better knee guards we talked about before. These are just from the top of my head.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257102] Thu, 22 July 2010 03:37 Go to previous messageGo to next message
smeagol

 
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Definately a possible addition. Might do so.


What gun clones did you have in mind?


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257103] Thu, 22 July 2010 03:47 Go to previous messageGo to next message
Jinxed

 
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http://world.guns.ru/smg/smg137-e.htm

http://en.wikipedia.org/wiki/Kbs_wz._1996_Beryl

and carbine version http://en.wikipedia.org/wiki/Kbk_wz._1996_Mini-Beryl

There are not "clones" just that we've got plenty of 5.56 weapons available already. But I'm sure it would please the polish crowd and I know the polish community is quite big.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257105] Thu, 22 July 2010 04:00 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
forgot about the bor sniper rifle

http://en.wikipedia.org/wiki/Bor_rifle

There is also an antimaterial rifle but I don't like those.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257118] Thu, 22 July 2010 09:38 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
How about M202A2 FLASH multishot rocket launcher? I would like to see some napalm on the field.

Make it expensive, bulky and heavy.

http://world.guns.ru/grenade/gl50-e.htm

edit: Well actually the FLASH's incendiary agent is not napalm, but some kin of TPA agent.

[Updated on: Thu, 22 July 2010 09:41] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257125] Thu, 22 July 2010 11:12 Go to previous messageGo to next message
Kaerar

 
Messages:2044
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LOL now we are going all Far Cry on everyone Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257126] Thu, 22 July 2010 11:54 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3704
Registered:July 2009
Nah, that one was just very loosely based on the M202A2.

Anyway, as it was brought up in another thread, how about adding the M2 as the full auto variant of the M1 carbine? Should be little effort and adds another gun for the .30Car ammo.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257127] Thu, 22 July 2010 12:06 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
Well, I don't see a reason why M202 could not be added. We already have heavy weapons, like a couple of _mortars_, flamethrowers and many RPGs. I think M202 would be very useful in the end-game, where enemies are like flies and you got money. As said before, just make it expensive and a very special weapon. I would see it as a very fun weapon, cmon, four incendiary rockets on a heavy weapons guy's shoulder. How awesome would that be?

Quote from worldguns:

"However, it appears that M202 ammunition had some flaws (most probably due to poor quality control or design flaws), which resulted in self-ignition of warheads during loading of the weapon. Not surprisingly, such disastrous events made the M202 less than popular among the troops, and most M202 launchers were put into storage during late 1980s, although some launchers were observed during training of US and allied troops through early 1990s."

Perhaps some explosives skills required to place the 4-rocket rocket clip into the launcher?

[Updated on: Thu, 22 July 2010 12:12] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257130] Thu, 22 July 2010 12:37 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3704
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Not saying it shouldn't, seeing the rather large variety of incendiary devices already in AIM. It's smeagols call though.
(Speaking of incendiary stuff, can I get a mod. dual canteen pouch? please)


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257131] Thu, 22 July 2010 12:38 Go to previous messageGo to next message
Logisteric

 
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+1
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257132] Thu, 22 July 2010 13:15 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1476
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+1
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257142] Thu, 22 July 2010 15:09 Go to previous messageGo to next message
smeagol

 
Messages:2731
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1+1=2

With that out of the way, let's see:



Beryl: definite possibility.

That polish SMG: looks interesting

armor items: maybe

dual canteen pouch: yes yes... (man... I never should have started those modular leg rigs... awful lot of work and then someone finds a merge missing and everyone tries to solve elementary math afterwards... I for example really would like a modular pistol holster as well... but then again, this will really be no fun at all to add this item)

M2 carbine: have to look it up... quite possible addition

M202 Flash: undecided on that one. This really is overkill imo.



Missed anything?


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257146] Thu, 22 July 2010 15:47 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1476
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smeagol
Missed anything?


smeagol
a modular pistol holster


:wave: :dontlike: :crossed:

thx
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257149] Thu, 22 July 2010 15:55 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Smeagol, could you possibly add the jeep to your mapupdate? Because I'm using the international version of WF and it's not there. Also, the blue car I seem unable to find it anywhere.

Could be my xmls cause I'm using stomp ones.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257150] Thu, 22 July 2010 15:58 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3704
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Gorro der Gr


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257151] Thu, 22 July 2010 16:00 Go to previous messageGo to next message
smeagol

 
Messages:2731
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Uhm.... The jeep is supposed to be in A10, the El Dorado in uhm.... C5 (King Pins HQ)?

You might want to grab the mapupdate from my skydrive, if only for those two maps.


The jeep is hidden in the map though, you have to look around a bit for it.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257152] Thu, 22 July 2010 16:01 Go to previous messageGo to next message
smeagol

 
Messages:2731
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DepressivesBrot
And btw, 1+1=10 :whistle:



I know that there are only 10 sorts of people who understand binary...


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257153] Thu, 22 July 2010 16:01 Go to previous messageGo to next message
Faithless

 
Messages:441
Registered:October 2009
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Quote:
And btw, 1+1=10 whistle

Try that with a half-adder.
1+1=0
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257154] Thu, 22 July 2010 16:06 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
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that jeep is not a map-thing - it's all about prof.dat - you find a fixed prof.dat for international version (=no new mercs) here

@ smeag:

crap it and store it on your skydrive
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257155] Thu, 22 July 2010 16:07 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
DepressivesBrot

Oh come on, you do realize that every new basic pouch you add to that system leads to an exponential increase in possible mod. rigs and required merges? Unlike a single new configuration out of existing parts (requiring one merge to get it, one to get the parts back and the item itself)


Well, the holster would have the advantage that it would be the size of the large utility pocket, thus the number of merges would be limited somehow...


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257156] Thu, 22 July 2010 16:08 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
I know, but smeagol had all the dats in his mapupdate. Stomp bypasses the dats and is xml only
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257157] Thu, 22 July 2010 16:10 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
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you need to throw that prof.dat into the international version - whether you use stomp or not, as someone forgot the jeep in the international version - the maps are the same for any kind of wf-mod
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257159] Thu, 22 July 2010 16:29 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Ok, but if you use stmp it just ignores prof.dat.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257160] Thu, 22 July 2010 16:34 Go to previous messageGo to previous message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
it cannot ignore prof.dat - no prof.dat (or profex) = no mercenaries, queen, noone with a name - maybe it ignores PARTS of it (those where the traits are stored)

btw, how could i give you that jeep by means of altering prof.dat, if it's ignored? :wb:
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