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Re: DBB's Instruments of Violence mod 915 *updated*[message #254477]
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Mon, 21 June 2010 21:13
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Jinxed |
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Messages:238
Registered:October 2008 Location: Land of Skanks and Cottag... |
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Looks like it cannot detect your ini. Probably the problem lies within ham versions. Did you use the latest svn? If so, you realise that stomp1.0a has ham 3.5 built in? Could be creating some sort of problem there.
PS Could I ask for the next IoV to be ham 3.6 please? Or even better 3.6 ham + Stomp combined would be something of such pure awesome it would cause this thread to explode.
[Updated on: Mon, 21 June 2010 21:18] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 915 *updated*[message #254480]
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Mon, 21 June 2010 21:26
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okashii |
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Messages:24
Registered:January 2009 |
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The 1.13 version I used for the install is 3356, not sure if it's too new or old to cause the problem
and yeah I know stomp uses 3.5 ham. [I played the stomp before with wildfire maps and aim, great fun]
Any ideas if I have to check ini files for correct folder paths etc? or edit manually which version I want to play?
[I saw it in a ini file, had 1 IoV stomp and 2 chinesse options]
[Updated on: Mon, 21 June 2010 21:30] by Moderator Report message to a moderator
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Private 1st Class
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Re: DBB's Instruments of Violence mod 915 *updated*[message #254492]
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Mon, 21 June 2010 22:51
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Never Darktide |
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Messages:88
Registered:July 2009 |
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I am trying to figure things out. It is not easy.
The newer 1.13 versions (since 3310, I believe) have HAM 3.6 integrated and use a new .ini format. Unfortunately, STOMP was released for version 3307 of 1.13 (just a bit too early...DAMN) and thus the .ini uses the old format. STOMP also incorporates HAM 3.5, comes with its own .ini files, etc. I've been using 1.13 3305 and it works fine with STOMP (3307 is not available anywhere that I've seen, although I'm sure Kaerar is hiding it somewhere) but unless somebody can either set up STOMP independently of HAM or else set it up with a new .exe to use 3.6, you're stuck with 3.5 for now.
So I think what you'd have to do to make the best use of IoV 918 with STOMP would be this:
1. Install game, blah blah blah
2. Install 1.13 version 3305
3. From vfs_iov918_full.7z, copy all files from Data-IoV to your Data-1.13 folder
4. From IoV_Stomp.rar, copy Data-HAMSTOMP, JA2_STOMP.ini, ja2_stomp_iov_en.exe, and the vfs ini file that says 113 twice into your main JA2 directory
5. Run the game with the .exe you just unzipped
HLTV, correct me if I'm wrong. Things are starting to get rough as far as explanation goes, so I'm leaving my installation as is for now.
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Corporal 1st Class
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Re: DBB's Instruments of Violence mod 915 *updated*[message #254629]
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Wed, 23 June 2010 03:10
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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wierd. i did setup stealth = pistol silencer (which can be used with all beginning 9mm SMGs), if it's STOMP_iov you're talking about; however, STOMP seems to read the xml in a "funny" way, things dont always turn up as intended; the LAM is meant to show up if you pick Gunfighter (expert gunslinger), along with another handgun (since ambidextrous just won't add any item at all)
you're right about the sound effect problem, this should be fixed in the next version
as for the .44mag...well, the popular (and known to me) .44 magnum cartridges are hardball FMJ, JSP/SP and JHP, and of course the glaser safety slug; while in the game we have FMJ (as standard) and JHP, the FMJ offers better penetration and JHP for expansion which in turn increases stopping power against unarmored target. and the differences between JSP,SP HP and JHP are not very significant to be implemented into the game; so besides the safety slug, i dont see any other ammo we can add.
is there some kind of boat tail match grade .44 MAG that i dont know of?
thx for the feedback
p.s: and you reminded me of the attachmen pictures. i forgot to give Razer credits! he's the one who drew half of the new attachment pics!
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 915 *updated*[message #254645]
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Wed, 23 June 2010 11:35
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okashii |
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Messages:24
Registered:January 2009 |
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Thanks for the reply HLTV, I did pick Gunfighter so it explains the LAM, but still no silencer after choosing stealth.
You are probably right about the .44 magnum ammo, as far as realism goes, I've just been spoiled a bit by alpha item mod in my previous playthrough ^_^ It has more ammo variations, and ammo types differ a bit more. For example in your IoV there doesn't seem to be any difference between AP & HP ammo between calibers [9mm AP is just as good as 5.7mm AP etc.] But it's a small price to pay for so much awesome gear to choose from =]
Also I like grenades much more than those in AIM (which do like 20damage - not worth it imo)
What else..oh, the enemies attack sectors more often and in larger groups than in standard novice 1.13, but there is no overkill for this level of dificculty.
Small gear advice for anyone who wants to play a gunfighter:
FN FNP-45 pistol with .45 KTW ammo is awesome, 14round mag, good range for a pistol, silent (5 noise with silencer) and fast to shoot.
CMMG pistol + extender + r.stock + ISM-4x-IR sight + 5.56mm match ammo = 32range (+20%bonus) pistol sniper rifle thats fast to use (~10AP per snap shot depending on exp. lvl) throw in a AN/PVS-24 night vision scope [in front of the first one!] and own the night ^^
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Private 1st Class
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Re: DBB's Instruments of Violence mod 915 *updated*[message #254758]
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Thu, 24 June 2010 09:36
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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that's 9mm, not 9mm AP, if you're comparing penetration.
when it comes to penetration i always prefer a heavier bullet with a solid core. i'm not saying velocity is not good, but when it reaches certain point, bullets will have a fragmentation effect on impact (just look at SS109/M855) and spent most of its energy deforming itself rather than the object behind. where as heavier bullets (7.62x39mm M43 for example) shoots clean holes.
what i mean was, if you compare 9mm AP to 5.7mm SS190, of course they have different performance in the real world but the results are not so much and when we implement them into the game, it's hard to tell. the belgium 9mm VBR saboted round for example, can shoot thru a 4mm titanium plate and a NIJ LV II vest, is that so much different from 5.7mm SS190? probably, if you get into a debate of ballistics, but in the game that difference is so insignificant.
.50AE and .454 Casull for another example, some consider them the as the most powerful rounds for autoloader and revolvers. in term of ballistics, .50AE is not close to .454 casull by a long shot. however, all that difference in FPS and FPE only means 1 or 2 points difference in dmg.
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 915 *updated*[message #254828]
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Fri, 25 June 2010 07:41
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Edit: This is an answer to HLTV.
Oi. I haven't read the thread and I don't know the mod, I just like STOMP.
Listen, STOMP changes traits and the whole way they work and stuff. It adds and removes traits, which basically means they are not in the order and "shape" they were in using vanilla and all the mods that don't change jack.
I currently don't have a precise list of old traits and new ones, but if I recall correctly, you can find one in the STOMP trait, if not in the new one, then in the old one. If everything fails, I did find out about the constellation pretty quickly. Use the proedit located in your binary files folder to find out which merc holds which traits... although I don't suppose it supports the 3 trait system.
For explanation: The game doesn't actually assign named traits to mercs. Mercs hold numbers that belong to traits and the game calls the according trait from a list that assigns trait names and features to these specific numbers. That's why the merc trait assignment stuff had to be changed from the ground up in order to maintain an intuitive trait distribution, which is all Sandro's work. *praise*
If you now modify the equipment assigned to specific "traits", meaning to numbers, the game looks for that number and then calls the trait. You have to find out which new trait corresponds to which number (check for the list) and then modify the starting equipment for that number, if necessary translating the old traits to their corresponding numbers as well.
I'll just check and if I find anything, I'll add it. If I don't, give a shit. It's pretty easy to find out anyway.
LootLandLol
[Updated on: Fri, 25 June 2010 07:42] by Moderator Report message to a moderator
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Re: DBB's Instruments of Violence mod 915 *updated*[message #255099]
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Mon, 28 June 2010 23:15
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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okashiiI've finished my solo playthrough and had a really fun time =]
Few things I've learned by playing IoV:
A single IMP can carry up to 52 Javelin rocket launchers [25Kg each] Which makes training Strength and Health very easy [via the order to go far away on map and then cancle the travel route trick]
But you do need to have a spare million $ =]
Mortar is awesome against tanks. [Pretty obvious but I always used to bother with rochet launchers]
I've spent a very long time trying to decide what weapon to use, aside from the .45 cal FN pistol,
besides I've wanted to try something else than VSSK Vychlop which has always served me well.
After a lot of testing I've found a really awesome weapon combo:
Saiga 12 shotgun + Rifled choke + corsak laser + night vision reflex scope (I think it was the 032 model) + frag shells (explosive) = a smile on your face and a lot of pain for your enemies.
[I don't use the 12 gauge 20 round mag adapter because 8 round mags were easier to carry for me]
I know it's loud (which may be a flaw depending on the situation, but makes fight quicker when nearby enemies are eager to find you and get killed ;])
it will kill most of the enemies in one shot (especially if you aim for the head) 2 torso shots if the enemy is more heavily armored. I fight at night whenever I can so the range was very nice.
If you have been neglecting shotguns as a choice like me - try it - it will easily make it's way to your list of favourite weapons =]
One more observation - After I finished playing IoV I decided to try out the new vesrion of Alpha item mod, but very quickly I started to miss all the wonderfull gear, LBE, attachments, grenades that do damage, tons of guns..I think it nicely shows how awesome HLTV's mod is:
When you are not playing it - you will miss it..
..and then quickly get back to it for another awesome playthrough ^_^
So big thanks to HLTV for giving us so much fun =]
woah, don't thank me bro, i had almost no part in making of this mod. the credit should go to dboy and the crew. i'm just a messenger (dont shoot or thank me)
i like the shotgun combo as well (but i prefer flechette because frag12 cannot shoot thru tall grass, just like throwing knives, due to some strange ingame physics)
i'm glad to hear your feedback, thx.
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Sergeant 1st Class
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