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Re: DBB's Instruments of Violence mod 915 *updated*[message #254428] Mon, 21 June 2010 07:42 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
it's made with the source code found in the stomp 1.0a thread

should be up to date.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254443] Mon, 21 June 2010 13:30 Go to previous messageGo to next message
okashii is currently offline okashii

 
Messages:24
Registered:January 2009
Oh man thanks so much HLTV =] This is going to be sweet, time for another one of my solo adventures.

Darn, I'm getting a runtime error when I try to play STOMP, any ideas what I might be doing wrong?

http://img193.imageshack.us/img193/3431/runtimeerrory.jpg

Ok, I noticed that I don't have a stomp folder in user profiles so I added an empty folder named userprof_JA2hamstomp
and now the main menu starts but I get the following errors:

The value [Scouting][SHOW_MESSAGE_IF_AMBUSH_PREVENTED] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [Scouting][PREVENTS_BLOODCATS_AMBUSHES] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [Scouting][PREVENTS_ENEMY_AMBUSHES] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [Scouting][ALLOW_DETECTION_IN_DIAGONAL_SECTORS_TOO] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [Scouting][CAN_DETERMINE_ENEMY_NUMBERS_IN_SECTORS_AROUND] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [Scouting][CAN_DETECT_ENEMY_PRESENSE_IN_SECTORS_AROUND] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [Doctor][SHOW_MESSAGE_ABOUT_STATS_REGAINED] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [Martial Arts][PERMIT_EXTRA_ANIMATIONS_TO_EXPERT_MARTIAL_ARTS_ONLY] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [Gunslinger][CTH_MP_EXCLUDE_AUTOFIRE] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [STOMP Settings][ENABLE_CHANCE_OF_ENEMY_AMBUSHES] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [STOMP Settings][CAMO_REMOVING] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [STOMP Settings][ENHANCED_CLOSE_COMBAT_SYSTEM] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [STOMP Settings][ASSIGN_TRAITS_TO_MILITIA] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [STOMP Settings][ASSIGN_TRAITS_TO_ENEMY] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [STOMP Settings][RESTRICT_EXTRA_AIM_LEVELS] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [STOMP Settings][SOLDIER_TOOLTIP_DISPLAY_TRAITS] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [STOMP Settings][DYNAMIC_IMP_PROFILE_COST] = "" in file [STOMP_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][NO_ENEMY_DETECTION_WITHOUT_RECON] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][CRITICAL_LEGSHOT_CAUSES_AP_LOSS] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][FRIENDLIES_AFFECT_TOLERANCE] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][HUMVEE_OFFROAD] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][MANUALLY_SELECT_MINE_TO_RUN_OUT] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][SHOW_MSG_FULLY_SUPPRESSED] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][ALTERNATE_PROGRESS_CALCULATION] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic HAM Settings][LEADERSHIP_AFFECTS_MILITIA_QUANTITY] = "" in file [HAM_Settings.ini] is neither TRUE nor FALSE. The value FALSE will be used.

Also I cannot change any of the initial game settings.

Hmm another wierd thing is that the non stomp IoV exe seems to work well but when I have taken over Drassen and went to see the Bobby Ray's selection, it had only the 1.13 items, as if the IoV item files didn;t "kick in". I did clean install for everything but I'm still doing something wrong :/
Any help greatly appri..(stupid long words >_< me give you a cookie for help)

[Updated on: Mon, 21 June 2010 21:00] by Moderator

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Private 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254477] Mon, 21 June 2010 21:13 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
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

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254480] Mon, 21 June 2010 21:26 Go to previous messageGo to next message
okashii is currently offline okashii

 
Messages:24
Registered:January 2009
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

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Private 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254482] Mon, 21 June 2010 21:48 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
3356 is the newest one which has ham 3.6 in it. You are probably overwriting the ini file found in your data folder. But I'm no expert.

The best thing to do is to install gold and then use one of the one click installers. Not sure which one but read here http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=172234&page=1

After that install IoV.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254484] Mon, 21 June 2010 21:58 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

http://img717.imageshack.us/img717/6969/22wmrmaximag.th.jpg

http://img824.imageshack.us/img824/1466/s7210841imageset02.th.jpg

http://img28.imageshack.us/img28/7849/22wmrmaximaghp.th.jpg

http://img229.imageshack.us/img229/7443/hornpic83202.th.jpg

for hltv: here is images for .22 vmr on boby ray show box for .458 socom

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Sergeant Major
Re: DBB's Instruments of Violence mod 915 *updated*[message #254485] Mon, 21 June 2010 22:00 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Also, I don't suppose overwriting the data files but not using the exe would case problems?

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254492] Mon, 21 June 2010 22:51 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
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
Re: DBB's Instruments of Violence mod 915 *updated*[message #254531] Tue, 22 June 2010 08:52 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
hmm...you didn't install stomp bro...

iov_stomp is only a "patch".

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254540] Tue, 22 June 2010 11:33 Go to previous messageGo to next message
okashii is currently offline okashii

 
Messages:24
Registered:January 2009
[facepalm] You are correct HLTV, thanks =] It works great now, here is your imaginary-reward-everlasting-chocolate-chip-cookie, type [nom nom] to use.
Small feedback/suggestions after the first few moments of the new game:
- An IMP with stealth skill should get a free silencer [imo it makes more logical/tactical sense, I got a LAM instead which would be good if I had taken night ops during the IMP creation]
- The Colt Python .357 looks awesome but it would be even cooler if it had that revolver reload sound instead of a clip one.
- The .44 Magnum still only has 2 ammo types to choose from, in alpha item mod it had more which was nice.
- very nice pictures of the new attachments
More feedback later when I have some time to play.

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Private 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254562] Tue, 22 June 2010 17:00 Go to previous messageGo to next message
Never Darktide is currently offline Never Darktide

 
Messages:88
Registered:July 2009
HLTV
hmm...you didn't install stomp bro...

iov_stomp is only a "patch".


Whoops. Duh. Of course I forgot that part. I just wasn't sure. Thank you for clarifying it for me. Now I think I'll go try to set it up Smile

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254629] Wed, 23 June 2010 03:10 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
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
Re: DBB's Instruments of Violence mod 915 *updated*[message #254645] Wed, 23 June 2010 11:35 Go to previous messageGo to next message
okashii is currently offline okashii

 
Messages:24
Registered:January 2009
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
Re: DBB's Instruments of Violence mod 915 *updated*[message #254703] Wed, 23 June 2010 21:40 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

hltv:
http://www.fsdip.com/website/VBRBelgiumHome/English/VBRB46x30mmammo/VBRB44Magnumammo/44MagnumArmorPiercing/tabid/401/Default.aspx

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Sergeant Major
Re: DBB's Instruments of Violence mod 915 *updated*[message #254710] Thu, 24 June 2010 00:30 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
the differences between calibers of auto-loading handguns are just not very noticable in game. it is the weapon that matters more.

as for the 9mm AP vs 5.7mm case, you gotta know that 5.7mm is a highly overrated miracle peashooter round. it works, but just not as good as you see them in the movies and videogames. i'd take any large caliber AP over 5.7mm.

wolf: ah, of course the belgium VBR catridges. just didn't know they had a .44mag variant.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254725] Thu, 24 June 2010 01:33 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
[quote=HLTV]the differences between calibers of auto-loading handguns are just not very noticable in game. it is the weapon that matters more.

as for the 9mm AP vs 5.7mm case, you gotta know that 5.7mm is a highly overrated miracle peashooter round. it works, but just not as good as you see them in the movies and videogames. i'd take any large caliber AP over 5.7mm. [/quote

I don't get it. the 5.7 is a low caliber round of modern design with high armor penetration that performs better than the 9mm. We are saying this is not reflected in the game. Of course it's not as good as 7.62 but that's not the point.

http://www.fivesevenforum.com/viewtopic.php?f=18&t=57

look at 4.6mm http://video.google.com/videoplay?docid=-5342190746854009945&ei=kJf9Sf3yF6ei2wKhmvmMCQ&q=9mm+4%2C6mm+gelatine+ballistic#


and at the end look at the poor 9mm http://uk.video.yahoo.com/watch/3342632/9378480

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254758] Thu, 24 June 2010 09:36 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
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
Re: DBB's Instruments of Violence mod 915 *updated*[message #254801] Thu, 24 June 2010 21:49 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

http://alamoammo.com/cart/shotgun-ammunition/410-ammo/410-flechette-3-inch-5ct

one for caliber .410g

.44magnum http://alamoammo.com/cart/pistol-ammunition/44-mag/44-sp44-mag-cci-shotshells-10-ct

http://www.ammogarand.com/30-carbine-m27-tracer-bando.html

http://www.conjay.com/Ammunition%20for%20Armor%20Testing%20WW2%2030%20Carbine.htm

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Sergeant Major
Re: DBB's Instruments of Violence mod 915 *updated*[message #254816] Fri, 25 June 2010 02:25 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
http://www.mcarterbrown.com/gallery/data/500/pfeifer-zeliska-600-nitro-express-revolver-01.jpg


Jesus Christ I didn't know such a thing existed. Talk about over compensating.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254819] Fri, 25 June 2010 05:01 Go to previous messageGo to next message
Vict is currently offline Vict

 
Messages:36
Registered:February 2009
Time for a bug report:

I'm using the IoV918/STOMP/HAM package, and I killed Doreen in Drassen... she dropped money, a key, and an M24A3 SWS sniper rifle.

That's a bit... weird, I'm guessing an items number was changed and not updated for the NPCs?

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Private 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254828] Fri, 25 June 2010 07:41 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
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

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Master Sergeant
Re: DBB's Instruments of Violence mod 915 *updated*[message #254829] Fri, 25 June 2010 08:20 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Vict
Time for a bug report:

I'm using the IoV918/STOMP/HAM package, and I killed Doreen in Drassen... she dropped money, a key, and an M24A3 SWS sniper rifle.

That's a bit... weird, I'm guessing an items number was changed and not updated for the NPCs?

Yup for some reason the MP5 and the M24A3 have been switched. Odd as I thought she was equipped with it in proedit, which results in even odder problems.

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Lieutenant

Re: DBB's Instruments of Violence mod 915 *updated*[message #254840] Fri, 25 June 2010 11:46 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Vict & Kaerar: ok, that's noted. it's even worse if WF mapmod is installed. you LSAT caseless machinegun can be found in warehouses in various locations.

Lootfragg: thanks. when STOMP first came out i actually made a list of old and new traits, personality and disability and enjoyed changing the AIM and MERC mercs around and i dont think that has anything to do with IMPitemchoices.xml

it's the way that the STOMP exe is written i suppose, that can't assign item properlly at the beginning of the game.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254873] Fri, 25 June 2010 20:09 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
HLTV
Vict & Kaerar: ok, that's noted. it's even worse if WF mapmod is installed. you LSAT caseless machinegun can be found in warehouses in various locations


So I take it that the m24a3 found in farmhouses around omerta and even in the first sector in was not intentional? I'm using WF maps and smeagols update.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254886] Fri, 25 June 2010 23:04 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

http://img713.imageshack.us/img713/8504/screenshot2010062520461.th.jpg

old bug from 915 ...svn 1024/3329.exe

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Sergeant Major
Re: DBB's Instruments of Violence mod 915 *updated*[message #254945] Sat, 26 June 2010 21:11 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Jinxed
HLTV
Vict & Kaerar: ok, that's noted. it's even worse if WF mapmod is installed. you LSAT caseless machinegun can be found in warehouses in various locations


So I take it that the m24a3 found in farmhouses around omerta and even in the first sector in was not intentional? I'm using WF maps and smeagols update.


Nope, it's a conflict in item number and NPC's item list.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254981] Sun, 27 June 2010 03:05 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Tony claims that the 10mm delta elite is not a weapon. When he told me he didn't want the throwing axe I was like meh, but he must be high to pass on a colt.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #254998] Sun, 27 June 2010 10:22 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Jinxed: roger dodger.

wolf: 915 you said? we're on 918 right now bro.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #255045] Sun, 27 June 2010 21:00 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

screen is from dbb 918,this bug is still alive

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Sergeant Major
Re: DBB's Instruments of Violence mod 915 *updated*[message #255046] Sun, 27 June 2010 21:12 Go to previous messageGo to next message
ironmonger is currently offline ironmonger

 
Messages:56
Registered:February 2005
Location: Germany
Minor issues, but all the same...

- Both Sten are full-auto only (IRL they're selective-fire).
- Unloading a M1 Garand sometimes produce 10 loose .30-06 round, no 8-round clips.
- You still may wear both Multicam BDUs and a parka at the same time, bonuses stacking up.
- Accuracy on the AK-74 (and AK-74M) is a lousy 3.

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Corporal
Re: DBB's Instruments of Violence mod 915 *updated*[message #255052] Sun, 27 June 2010 22:18 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

http://www.mediafire.com/?yaeyagwwwnh

here is my quicksave,fox have bugy gun + ammo,please try load ammo in merc inventory

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Sergeant Major
Re: DBB's Instruments of Violence mod 915 *updated*[message #255078] Mon, 28 June 2010 10:26 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
thx for the feed back. but i think the last one is done on purpose.

dont wanna get into a debate on Ak74's accuracy and and 5.45mm's ballistics but just look at how close together the front and rear sights are.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #255090] Mon, 28 June 2010 19:45 Go to previous messageGo to next message
ironmonger is currently offline ironmonger

 
Messages:56
Registered:February 2005
Location: Germany
Allright... might just be my personal perception... scored better with the '74 than with the G3, back in the days after German re-unification... guess I'm a bit biased here. Wink

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Corporal
Re: DBB's Instruments of Violence mod 915 *updated*[message #255092] Mon, 28 June 2010 20:51 Go to previous messageGo to next message
okashii is currently offline okashii

 
Messages:24
Registered:January 2009
I'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 =]

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Private 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #255098] Mon, 28 June 2010 23:07 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
ironmonger
Allright... might just be my personal perception... scored better with the '74 than with the G3, back in the days after German re-unification... guess I'm a bit biased here. Wink


i guess the only way to test out guns is to put them in a vise Very Happy

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #255099] Mon, 28 June 2010 23:15 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
okashii
I'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)Razz

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
Re: DBB's Instruments of Violence mod 915 *updated*[message #255182] Wed, 30 June 2010 21:52 Go to previous messageGo to next message
Vict is currently offline Vict

 
Messages:36
Registered:February 2009
Another oddity.

I've noticed that when playing the IoV/Stomp/HAM version, enemy troops rarely attack my liberated cities.

I'm up to day 62, and it's happened maybe eight or so times so far. I remember in IoV915/HAM 3.6 my cities and SAM sites were constantly getting hammered by the queen's troops.



Any ideas?

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Private 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #255191] Wed, 30 June 2010 22:44 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
look into your ini. afaik our ini setting is not much different from ham/stomp, game difficulty matters as well.

but one quick fix to that is to go to AIM website, click the links and get to the online flower & gift website, send some flowers to the queen. this will piss her off and she'll send troops to pound on your cities.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #255198] Thu, 01 July 2010 00:35 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Correct me if I'm wrong, I'm not far in the mod, so I haven't been able to try out various merging possibilities, but some items seem to be really weird to me.

For example, Molle II general purse is laughable, there are plenty better ones. And it functions exactly like a molle drum purse.

The LBT-196IA rig has places of grenades right? but you can fit 40mm grenades in the clip slots just as well.

The molle marksman legstrap has the capacity to hold 1 ammo per slot?

To me, the specialized LBE that was made towards a certain ammo should hold more of that ammo and nothing else. But there seem to be problems with it in the mod. The molle marksman for example should hold a lot of loose high caliber sniper ammo but nothing else, imo. You should not be able to put grenades into clip slots or vice versa.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 915 *updated*[message #255201] Thu, 01 July 2010 02:19 Go to previous messageGo to previous message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
alot of the stuff in the mod is just to get diff brand names and artists work in..much of it is redundant..f given choice tween two items that serve same purpose i always go for the better looking..lol...dbb is an item mod..as such..its fulla items..BILLIONS AND BILLIONS AND BILLIONS(to paraphrase Sagan)

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First Sergeant

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