Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » IoV 920 beta 1.1 for New Attachment System
Re: DBB's Instruments of Violence mod 914[message #253327] Tue, 08 June 2010 02:59 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Hmmm, somewhat awkward, but not the first time someone has implied I'm not acting particularly like my ethinicity...

Thanks HLTV, my particular concern for copyrights (aside from my particular/aberrant sense of honour) is semi-professional. Years of academic life have it ingrained in me that everything must be cited properly. It gets even more surreal when it is your own work you are citing.

The list of stuff I'll be adding has grown. I must say there is an impressive set of launchers in IoV. All those multi-shot launchers will be well served when/if New Attachment System (and its ability to have multiple grenades loaded) is ready for primetime. Any plans to convert the QLZ-87 and QLB-06 from the in-game grenade launcher implementation to "true" explosive ammo?

[Updated on: Tue, 08 June 2010 03:26] by Moderator

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Lieutenant

Re: DBB's Instruments of Violence mod 914[message #253331] Tue, 08 June 2010 06:58 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
hey, just kidding about the copyright deal.

well i think the magazine fed grenade launchers can stay that way. otherwise, the way kinetic weapon operates in JA2 will make those two either overpowered or underpowered, because JA2 doesn't have a bullet-drop feature, all guns' trajectories are 100% flat, meaning with such grenade launcher, if you miss the target, your grenade could fly all the way across the map and blowup on the invisible barrier.

unless the new attachment system came up with some kind of actuall ammo consuming grenade launcher (not like the one that fires ammo from attachments slots), this isn't viable.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253354] Tue, 08 June 2010 15:50 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
I think I found a missing gun. I wouldn't know if I didn't play AVA in the past, but I'm surprised they missed the most popular sniper rifle in that game:

The TPG-1 (even though it says 7.62x51mm, I think it's actually .338)

I'd also love to see the Firefox FAMAS in this game, but that's unlikely:

one two

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253355] Tue, 08 June 2010 16:14 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Quote:
The TPG-1 (even though it says 7.62x51mm, I think it's actually .338)

Both (and some others). Look here

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Captain

Re: DBB's Instruments of Violence mod 915 *updated*[message #253378] Wed, 09 June 2010 03:12 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Never_Darktide
I think I found a missing gun. I wouldn't know if I didn't play AVA in the past, but I'm surprised they missed the most popular sniper rifle in that game:

The TPG-1 (even though it says 7.62x51mm, I think it's actually .338)

I'd also love to see the Firefox FAMAS in this game, but that's unlikely:

one two


A FAMAS F-1 (looks like a straight mag F1 to me) with some flaming redneck paint job, is an insult to the firearm, no offense to you.

the TPG afaik is multi-caliber. when it comes to bolt action rifles like these (in contrast to service rifles), especially made by smaller companies, everything could be custom made, some are entirely custom-made.

there are a jillion guns we don't have in the game, the thing is there are so few artists drawing for us. dboy doesn't really do artist work (in other words he sucks at it), the other guys are busy with their finals and stuff.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253379] Wed, 09 June 2010 04:54 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
I wasn't criticizing weapons missing (there have been more than I'll ever use since 1.13, even without DBB), I was just surprised since the TPG-1 is so ubiquitous (and annoying) in AVA.

Mind you, it was the Koreans that came up with that paint job. That gun is fun to use (it fires ridiculously fast) but it's more a novelty than anything (the FAL and 416, neither of which are in the American version of the game, are both infinitely better).

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253381] Wed, 09 June 2010 05:31 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
well, none of us played that game...we always laughed at CoD Modern Warfare series for its firearms "realism" and i dont think this AVA game is much better than COD.

that Famas F1 just reminded me of this

http://carphotos.cardomain.com/ride_images/3/1602/4502/29004750596_large.jpg



[Updated on: Wed, 09 June 2010 05:32] by Moderator

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253488] Thu, 10 June 2010 08:33 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
updated.

916 full is available for download on svn

address is in the first page, along with the link for v916 patch.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253526] Thu, 10 June 2010 14:07 Go to previous messageGo to next message
Vict is currently offline Vict

 
Messages:36
Registered:February 2009
With a new version, comes bugs!

Mercs once again, are wearing helmets on their chest and vests on their legs/heads. I used the update patch, though I'm probably going to do a clean reinstall (Argh) to check.

I'll do a clean reinstall whenever I get around to it... yeah. Whenever.


EDIT: Uhh... before I do that, I'm going to wait for a .rar or something with the mod install in it. I don't use SVN updater tools.

Oh, and the engrish is back.

[Updated on: Thu, 10 June 2010 14:11] by Moderator

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Private 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253658] Fri, 11 June 2010 01:57 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
yeah we got that too, it has nothing to do with your install. apparantly there's a mistake in the item #. as for the engrish problem...i'll see to it.

you know i haven't played JA2 for almost half a year, same for Dboy.

expect an update within the next 24 hrs. meantime i'll take the dl link down

i apologize for this inconvenience.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253685] Fri, 11 June 2010 12:43 Go to previous messageGo to next message
Vict is currently offline Vict

 
Messages:36
Registered:February 2009
It's not a problem, it happens.

Though, it makes me wonder if any actual playtesting goes into the mod before it's put up for download, I know that you aren't at fault. You just share the link.

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Private 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253711] Fri, 11 June 2010 21:21 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
sadly, nope Sad

none of the people involved actually play the game anymore, we're doing this just because we're doing it...

but from now on i won't post the update in BP till i get some feedback from our side, altho you can still get them off of SVN.

917 is out btw, fixed the said bugs but i'm gonna wait and see...

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253719] Fri, 11 June 2010 23:30 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
I am constantly on this forum. I am interested in either new for the JA. Your IOV, too. I checked daily update IOV. I have a lot of pleasure and fun when I can see what's being done and how it is with this game. I hope they still do another update.
Smile

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Master Sergeant
Re: DBB's Instruments of Violence mod 915 *updated*[message #253727] Sat, 12 June 2010 00:55 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
I love this mod, although I'm sticking with 915 until somebody gets an .exe that will run with STOMP and HAM and stuff. Or maybe there is one and I'm just ignorant.

Having a problem though. I felt like screwing around with the M72 Gauss Rifle (it's one of my favorite weapons everrrrrrrr) and added it to the IMP items list, as I personally just customize the starting items to get myself some basic, but decent, gear for all of my team. However, it never showed up in my inventory, nor did some random "NOTHING" item show up. I was able to get other Tons of Guns and sci-fi weapons to show up (WSG2000 is beast, or as implied by the MEN ammunition, manly) but no go for the M72. I'm using STOMP + HAM 3.5 + IOV 915. Can anybody help?

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253788] Sat, 12 June 2010 16:35 Go to previous messageGo to next message
Lokadamus is currently offline Lokadamus

 
Messages:16
Registered:July 2006
Location: Germany
When i start with Ja2_en_iov.exe, i can't buy anything from Santos oder Frank.
With normal ja2.exe i can buy scopes and some other stuff for 1$.
Will it be fixed? i use 915 and 916 and both version make this bug.

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Private
Re: DBB's Instruments of Violence mod 915 *updated*[message #253799] Sat, 12 June 2010 20:58 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Randok: thx, the next patch will be here soon.

Never_Darktide: AFAIK STOMP incorporated HAM 3.4 (or 3.5, can't remember); and 1.13 incorporated ham by default. a exe for IOV_STOMP is being written at this moment, i dont know how long is it gonna take. The two "programmers" (use that term loosely) we have work pretty hard but they ain't pros, so bear with us; as for the impitemchoices.xml, make sure you edit the correct one (for example, your xml may point to one folder but the game picks up this setting from another xml in another folder, especially when you play STOMP)

lokadamus: we're having the same problem, that's being worked on. as soon as it's solved i shall put the updates back on.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253800] Sat, 12 June 2010 21:22 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

dbb 917 is online now ... dowloading from dowloading page is slow... dbb mod make big progres,working for this time much better .. from begining i have in my nemory old ver from 5*** series ... good old times ....



[Updated on: Sun, 13 June 2010 22:30] by Moderator

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Sergeant Major
Re: DBB's Instruments of Violence mod 915 *updated*[message #253808] Sun, 13 June 2010 00:46 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
wolf, i didn't post the link for a reason, can't you please freaking read the post?

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253811] Sun, 13 June 2010 02:28 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
HLTV: Thanks, I'm not in a huge panic for the IOV_STOMP exe or whatever - I'm having enough fun with the game as it is. Smile I'm just dumbfounded as to why one particular item (THAT I REALLY WANT, hehe) would be getting cut out. I actually got rid of one of the impitemchoices.xml files because it was redundant and canceling out my edits through XML Editor, but this had exactly the desired effect - my changes now occur immediately without me having to copy/paste stuff.

I try to put the gun on the "Default Items" list with the 20-some other things I have, and after making my IMP (I go through the whole process, not using 90210 or other shortcuts) it doesn't show up in the inventory list, ammo or otherwise.

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253823] Sun, 13 June 2010 10:10 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
must have something to do with the programming, i get that too sometimes.

sometimes i get the item in my inventory, but it disappears after i click it. makesure you know what each cell in the xml do

also, looking it up in the xml editor, there are "# of items" and " choices" on the far left, make sure you set them up right. with too many items, you may get the same items twice or three times while none for the others.

if you absolutely have to have 20 some items at the beginning of the game, use map editor to put them at the LZ.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253859] Sun, 13 June 2010 22:34 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

HLTV:ok im editing my prewious posting link to is now disabled ...
my game have last fix,working witchou any problems .... svn 1224/iov 917[O.I]

[Updated on: Sun, 13 June 2010 22:38] by Moderator

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Sergeant Major
Re: DBB's Instruments of Violence mod 915 *updated*[message #253865] Mon, 14 June 2010 00:20 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
but most players are getting the same old problem where you can't buy from certain merchants.

i'm waiting on the patched exe for that problem

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253866] Mon, 14 June 2010 00:31 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

pre-relase for public testing,maybe in small numbers, maybe can help solved this problems.. unfinished but stable for play & for fixing bugs...

"same old problem where you can't buy from certain merchants" please write me here name+locations on map.. i try it... sorry for my mistake ...

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Sergeant Major
Re: DBB's Instruments of Violence mod 915 *updated*[message #253869] Mon, 14 June 2010 02:38 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
HLTV: Hehe, I'll probably do that since I think I covered all my bases with the XML editor. Thanks for the help.

Noticing another issue though, one that was previously not an issue: the AN/PVS-24 and PKN-032 night sights, which are supposed to be compatible with other scopes to add NV capabilities are not. At least I know that's the case for the AN/PVS-24 as it is described so in the description, and I assume the PKN-032 is the Russian counterpart. It's not a fatal issue (nothing ever is with me unless I can't play JA2 at all Smile ) but the strange thing is I'm pretty sure this was not the case in some previous versions of DBB (I remember it worked in Possum v4 or whatever). Just a heads up and thanks again for your support. Smile

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253871] Mon, 14 June 2010 03:28 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
it's cool wolf, i apologize for overreacting.

anyhow, according the the players, in all merchants's diaglog menus, the buy/sell is replaced by "give", so you cannot initiate trade menu at all. it must have something to do with the exe.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253872] Mon, 14 June 2010 03:30 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Never_Darktide
HLTV: Hehe, I'll probably do that since I think I covered all my bases with the XML editor. Thanks for the help.

Noticing another issue though, one that was previously not an issue: the AN/PVS-24 and PKN-032 night sights, which are supposed to be compatible with other scopes to add NV capabilities are not. At least I know that's the case for the AN/PVS-24 as it is described so in the description, and I assume the PKN-032 is the Russian counterpart. It's not a fatal issue (nothing ever is with me unless I can't play JA2 at all Smile ) but the strange thing is I'm pretty sure this was not the case in some previous versions of DBB (I remember it worked in Possum v4 or whatever). Just a heads up and thanks again for your support. Smile


thanks for the heads-up, this should be solved along with the exe's problems.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253873] Mon, 14 June 2010 05:36 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
A couple (edit: one) other thing(s):

Are Desert Eagles not supposed to be able to use match sights? Again, I know they have been able to in previous versions, but the strange thing is that in XML editor, it still shows their default attachment as being the match sights.

[Updated on: Mon, 14 June 2010 05:38] by Moderator

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #253900] Mon, 14 June 2010 13:05 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

HLTV:on boby rays eshop:conv. kits have now their section,this is excelent idea,this cab implent to standart svn ... i see some nice new grafics on items+some new ammo types ...

http://img714.imageshack.us/img714/8927/screenshot2010061411544.th.jpg

http://img816.imageshack.us/img816/6734/screenshot2010061411545.th.jpg

http://img228.imageshack.us/img228/6734/screenshot2010061411545.th.jpg

not probably bug but some small "fly" meltdown B93R have magazine capacity 20,at start game you have magazines for B92 15 rounds capacity,i think this can be easily fixed witch some game/item editor,excample:this merc have gun for 18 rounds but have in invetory standart magazine at 15 rounds capacity grunty/igor/barry,gus[have gun for .223,but have 5.56x45 x4 in inventory]

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Sergeant Major
Re: DBB's Instruments of Violence mod 915 *updated*[message #254028] Wed, 16 June 2010 06:04 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
Never_Darktide
Noticing another issue though, one that was previously not an issue: the AN/PVS-24 and PKN-032 night sights, which are supposed to be compatible with other scopes to add NV capabilities are not. At least I know that's the case for the AN/PVS-24 as it is described so in the description, and I assume the PKN-032 is the Russian counterpart. It's not a fatal issue (nothing ever is with me unless I can't play JA2 at all Smile ) but the strange thing is I'm pretty sure this was not the case in some previous versions of DBB (I remember it worked in Possum v4 or whatever). Just a heads up and thanks again for your support. Smile


Bah! I made another mistake, that's about 10 worthless posts in the last week, hahaha...the PKN-032 is a stand-alone night reflex sight, and the AN/PVS-24 works with a very limited number of scopes, including the ACOGs, but not the UltiMAK ACOGs, which is where I got confused. I've also gotten stuff to show up in A9 and just steal it all before I head off to kill things (this has included a gauss rifle and plenty of 2mm Smile ) so thank you for the tips.

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254284] Sat, 19 June 2010 02:15 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
If one would copy the mod over to the data folder and skip the .exe would they be blessed with updated items but loose out on the merchant bugs and range patch?

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254287] Sat, 19 June 2010 06:22 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
Jinxed
If one would copy the mod over to the data folder and skip the .exe would they be blessed with updated items but loose out on the merchant bugs and range patch?


Short answer: Yes.

Long answer: I still use 915 (which you don't really need an exe for); I just copy the IOV files into my Data-1.13 folder, allowing overwrites, and everything works.

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254329] Sat, 19 June 2010 20:30 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
I just want the benefits of updated weapons xmls. I started a fresh game and hired ivan and his VSS vintorez has ammo capacity of 10... One of my fav weapons. I know it can take clips of 20 easy. Now I know someone would just tell me change it yourself but I'm just under the impression that the VSS is not an isolated incident... Smile Can someone please pm me a link to the new version please?

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254336] Sat, 19 June 2010 22:55 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
No, this is not the only place I've seen the Vintorez use a 10-round clip (but you're right, it can take 20-round clips). You could certainly change it to 20 in the XML editor, though, by finding it on the weapons list -> Weapons tab -> Guns sub-tab and change Capacity from 10 to 20 (okay, that last step was probably kind of obvious Razz ).

Actually, there is no 916 or 917 version available (at least for us) yet. I would wait for HLTV to offer his opinion, as he is the primary expert of this thread.

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254340] Sat, 19 June 2010 23:43 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
I know all about editing, but I'm under the impression that it was a mistake? On the other hand they made 10 round clips so it's intentional but what threw me off is that Ivan had the 20 round ones with him :/ I wonder how many more surprises it has in store. Well, just gonna have to edit stuff as I go along.

Another thing, what is SCI FI when it comes to weapons? Because I can see a mixture of weapons that had prototypes, nearly made it to production, concept weapons that never got into the prototype stage and weapons that belong in a Hollywood movie. Seems to be kind of a weird mixture.

oops another edit.


I love it how M.E.R.C. mercs got the worst equipment ever. Gaston with an SKS!? Stogie sporting a mini ruger? Lol. I think it really fits the organization.

[Updated on: Sat, 19 June 2010 23:57] by Moderator

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254343] Sun, 20 June 2010 00:22 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
It's more likely that they messed up on Ivan's magazines, although I don't know. The AS Val, which is very similar to the Vintorez, has 20 round clips; maybe they got confused somewhere, I don't know.

I think the sci-fi category ought to be re-evaluated; I think it's always tried to separate the "super rare high tech crazy uber guns!" from the rest of the guns, but the G11, CAWS, OICW, XM8, etc. are very real weapons and should be given the proper treatment. Of course, that would make the differences between realistic and SF only a few guns (rocket/pulse/gauss rifles, pretty sure the M23A2 as well) and the crepitus. But sometimes things just turn out that way.

I know a lot of characters haven't had their loadout changed at all. None of the NPCs (D., Joe, terrorists, etc.) have had their stuff altered (you can tell because they all have Commandos, AUG-A2s, etc.), and a lot of the MERCs and RPCs just got one or two LBE items.

If DBB mods weren't superseding each other so quickly I would maybe make some new .xmls (for enemy equipment selection as well, because the whole WW2 thing in the beginning of the game is starting to irritate me) just to "normalize" things. Then again, maybe I can, if I don't replace certain .xmls. Hmm...

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254346] Sun, 20 June 2010 00:45 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
I started a game and employed all top mercs to steal their equipment. But then I got that guilty feeling in my gut and decided to restart and go with normal progression. I did notice the MG42 in really bad shape which makes sense since it was probably stolen from a museum.

Shame about the loadout.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254356] Sun, 20 June 2010 06:28 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
The problem with stealing the top mercs' equipment is that you'll often not be able to find the ammo you need for awhile. Snipers ho!

Yeah, the WW2 weapons just bother me. I realize they almost always show up in terrible condition, but I didn't know Arulco had enough antiques and museums to pull off WW2 battle reenactments. Razz

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254383] Sun, 20 June 2010 19:27 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Yeah a bit of a Silent Storm going on there. It makes sense that at the beginning you would face enemies using outdated rusty equipment, but we're talking AKs here. Also, I found a few m24a3s in farm lockers and other random places. You would think that the Arulcan army is better equipped than random farmers.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254412] Mon, 21 June 2010 02:55 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
sorry guys, i've been busy IRL. just finished drilling with the navy reserve clowns today and i'll post the updates.

keep an eye out for the main page, IoV 918 and change log will be up in a few mikes.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254416] Mon, 21 June 2010 04:10 Go to previous messageGo to previous message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
STOMP SUPPORT!?

OMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFG

Good thing I haven't gotten beyond Drassen in any of my games. Smile

Edit: I guess I should ask before I go all out: which version of 1.13 and HAM was this made using? Is it going to matter?

[Updated on: Mon, 21 June 2010 04:12] by Moderator

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Corporal 1st Class
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