Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » IoV (Current version: Revised 929v008)
Re: IoV (Current version: 928)[message #314984] Thu, 31 January 2013 14:01 Go to previous messageGo to next message
code99

 
Messages:55
Registered:July 2011
I've got a few questions about this mod (mostly about this mod), if someone could help me out a bit ...

First of all, I haven't played Ja2 1.13 in a while now so i might be missing something

1. Should i be using the OCTH or NCTH ? For example AIMNAS mod suggest to use the OCTH since the weapons werent made for the NCTH system. I'm currently using the OCTH (just to be safe) but am wondering if the NCTH works properly with this mod since i prefer to use it instead of the old one.

2. I do not know if this is related to the mod or to 1.13, BUT, i've noticed that when buying ammo from bobby ray's shop they dont come in magazines anymore but come in large boxes (1000+ bullets). Obviously because of their size I cant just carry them around with my mercs. Is there a way to get magazines out of those boxes? If not, how am i supposed to get ammo for my troops?

3. This is also not related to the mod specific BUT since im asking stuff anyway it wont hurt asking this. Its more of a curiosity of mine, lets take as an example the following gun :

SIG SAUER P226 NAVY-Custom
Accuracy: 5
Damage: 27
Range: 11
etc

What i want to know is what exactly is accuracy? I know higher is better but what does that value actually tell/reflect? I know damage is the damage the gun can inflict (the number being the actual damage) and the range is short of ~110 meters but accuracy? That number what is it exactly?

Thank you in advance
Re: IoV (Current version: 928)[message #314997] Thu, 31 January 2013 16:47 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
2. This is NOT a 1.13 thingie.
3. target circle: http://en.wikipedia.org/wiki/Target_Circle ; also see http://en.wikipedia.org/wiki/Accuracy

In game terms it's a flat, very small bonus to CtH. Have a look into "How does ist work" (HDIW) here or in the wiki for details.

If you had another gun with same range etc. but ACC 1, then your P226 is a little bit more likely to hit the target if the same round was fired by the same merc in same situation than the other gun.
Re: IoV (Current version: 928)[message #315000] Thu, 31 January 2013 17:54 Go to previous messageGo to next message
code99

 
Messages:55
Registered:July 2011
Sam_Hotte
2. This is NOT a 1.13 thingie.

Ok so its not a 1.3 thingie, glad thats sorted out, but, how about my question? Any way to get magazines out of those boxes or do i have to carry all the boxes with me?

As for the rest of it, thanks.
Re: IoV (Current version: 928)[message #315001] Thu, 31 January 2013 18:23 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
High accuracy, good. Low accuracy, bad.
Pretty much.

Re: IoV (Current version: 928)[message #315003] Thu, 31 January 2013 19:01 Go to previous messageGo to next message
Nickfighter

 
Messages:119
Registered:December 2007
Location: Poland
code99
Sam_Hotte
2. This is NOT a 1.13 thingie.

Ok so its not a 1.3 thingie, glad thats sorted out, but, how about my question? Any way to get magazines out of those boxes or do i have to carry all the boxes with me?

As for the rest of it, thanks.


You "unpack" the ammo boxes by using them on any weapon compatible with the appropriate caliber.

EX: You have a 1000 round box of 7.62 ammo and an AK-47 in your hands. You pick up the box and use it on the AK-47 as if you tried to load it, and the box converts a part of it into around 5 7.62 mags.
Re: IoV (Current version: 928)[message #315004] Thu, 31 January 2013 19:04 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
code99
Sam_Hotte
2. This is NOT a 1.13 thingie.

Ok so its not a 1.3 thingie, glad thats sorted out, but, how about my question? Any way to get magazines out of those boxes or do i have to carry all the boxes with me?

If i had the slightest experience with IoV i'd have told you.

In AIMNAS there are "ammo donkeys" to create mags from retail ammo boxes. Dunno about IoV tho.

In games that incorporate latest HAM there might be a GUI button in sector inventory to create mags from boxes. Dunno about IoV, tho.

However, the obvious thing may work with IoV as well: Click box on apropriate weapon to get mags for this gun from box.
Re: IoV (Current version: 928)[message #315005] Thu, 31 January 2013 19:08 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
Sam_Hotte
In AIMNAS there are "ammo donkeys" to create mags from retail ammo boxes. Dunno about IoV tho.
Those were for mag -> box or crate -> box (box != crate) and we got rid of them as soon as Madd made boxes behave like crates.


Re: IoV (Current version: 928)[message #315007] Thu, 31 January 2013 19:45 Go to previous messageGo to next message
code99

 
Messages:55
Registered:July 2011
I know that i can reload the weapons by using the boxes directly. My problem is that the boxes/crates being so big and heavy (1000+ bullets per box/crate) makes it rather difficult to carry them around. Not to mention that is hard to find LBG that can actually fit inside a huge box of ammo.
Re: IoV (Current version: 928)[message #315009] Thu, 31 January 2013 20:11 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Then better do not carry box to weapon but weapon to box, pick up box, click it a dozen times on weapon to transfer complete box into mags. then haul around the mags. Smile
Re: IoV (Current version: 928)[message #315012] Thu, 31 January 2013 21:06 Go to previous messageGo to next message
code99

 
Messages:55
Registered:July 2011
Sam_Hotte
Then better do not carry box to weapon but weapon to box, pick up box, click it a dozen times on weapon to transfer complete box into mags. then haul around the mags. Smile


Oh right, i havent thought about THAT .... can become a bit tedious to do but better than nothing Smile

Thanks!
Re: IoV (Current version: 928)[message #315591] Wed, 20 February 2013 02:31 Go to previous messageGo to next message
Peal

 
Messages:251
Registered:August 2007
Location: Germany
MartinWillyWonka


...

1. Get a clean install of JA2.

2. Get 1.13 from here : http://www.mediafire.com/?y3jh33fvhdfsh3n (for this, I used SCI5744).

3. Copy paste the 1.13 (everything you download from the link above) into your new JA2 folder.

4. Make a copy of folder Data-1.13 so you get access to the food items later. This copy will be called
Re: IoV (Current version: 928)[message #315869] Sun, 03 March 2013 05:55 Go to previous messageGo to next message
Peal

 
Messages:251
Registered:August 2007
Location: Germany
Okay despite some minor issues 928 is working quit well with AR, just some minor loot bugs, but over all very playable!

Thanks alot!
Re: IoV (Current version: 928)[message #316767] Sat, 30 March 2013 04:28 Go to previous messageGo to next message
Lokadamus

 
Messages:15
Registered:July 2006
Location: Germany
I can't move/switch peoples. I miss the icon for change position with another person. Is this a bug or what is wrong?

Installation:
1.) Ja2 Gold englisch
2.) SCI from gogman
3.) Last version from IoV, SVN
4.) Some faces change

Edit: With Keyboardbutton x is it working.

[Updated on: Sat, 30 March 2013 13:30] by Moderator

Re: IoV (Current version: 928)[message #316953] Wed, 03 April 2013 01:25 Go to previous messageGo to next message
asako

 
Messages:15
Registered:December 2009
Finally got me some SVN...Jape doesn't seem to be updated to work with these builds, tried that editor thingy but I really don't know how to work with that. Anyway, all I want is to change the name of one of my mercs, typo, yeah I know, silly me, especially not realizing it until midway into the game...I suppose h and b look a bit alike...but still...
I don't suppose there's an easy way to do that, right?

Also, a lot of items seem to have no effect...at least not in the "advanced" description, well, dunno if it's really a lot, but I noticed the regular laser pointer to have no effect described and some of the items that are new, well, I don't know if they're supposed to have an effect.
5966 btw...and this is quite possibly the wrong thread to ask this question.
Re: IoV (Current version: 928)[message #316954] Wed, 03 April 2013 01:48 Go to previous messageGo to next message
Scheinworld

 
Messages:908
Registered:December 2007
Location: Baltic Sea, Germany
Hello Don,

Don
Finally got me some SVN...Jape doesn't seem to be updated to work with these builds, tried that editor thingy but I really don't know how to work with that. Anyway, all I want is to change the name of one of my mercs, typo, yeah I know, silly me, especially not realizing it until midway into the game...I suppose h and b look a bit alike...but still...
I don't suppose there's an easy way to do that, right?


This should be easily done with any Hex-editor. If you have problems with that upload your save game, write me the name/nickname you want to change and I will try.


Best regards; Schein


Re: IoV (Current version: 928)[message #317014] Wed, 03 April 2013 23:18 Go to previous messageGo to next message
asako

 
Messages:15
Registered:December 2009
Much appreciated, though I decided to take another route and start a new game (since I realised that marksman is a much better trait for the AN-94 than auto weapons, though my machine gunner with his FN Minimi is kicking ass). It seems that laser pointers and such are working fine now (must have been my memory from an earlier build), though the foregrip seems to be useless. Also, even though the readme says something about technician (engineers) now being able to fix broken equipment beyond their threshhold...that doesn't seem to work.
Re: IoV (Current version: 928)[message #317305] Wed, 10 April 2013 23:14 Go to previous messageGo to next message
asako

 
Messages:15
Registered:December 2009
Just got the latest SVN (again), and 5990 .exe and decided I'd play around a bit with with the Merc Profile Editor...mostly because I felt Raven should have the marksman trait (being a SWAT sniper), then I gave me some extra starting cash and went on an INSANE run getting a couple of the high end mercs for their starting gear.

So..the game always crashes when I point over some enemy and Raven doesn't have full action points (she has Shadow's sniper rifle).

http://250kb.de/u/130410/j/XSa6uFtKGkyV.jpg

Well, I guess I'll revert to the original settings...

edit:
I did that, or at least I think I did and when I hover over the different traits in my personnel file the descriptions are completely off half the time...well, rather they describe other traits. Such as hovering over Shadow's Ranger trait gives me the description of Night Ops etc.

Oh well, I realize this probably isn't the bug report page, but then again, I really don't know where that one is.

edit2;
Ok, I did a complete rehaul of the files...but the game now seems to rather dislike Shadow's sniper rifle...oh well...

[Updated on: Thu, 11 April 2013 00:35] by Moderator

Re: IoV (Current version: 928)[message #317320] Thu, 11 April 2013 15:31 Go to previous messageGo to next message
wolf00

 
Messages:1133
Registered:September 2006
Location: Czech Republic

i have this problem too, on sci 1641/5990 exe ja2 1.13[no mods instaled]
Re: IoV (Current version: 928)[message #317331] Thu, 11 April 2013 20:42 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Might as well mention that here... r5990 contains a serious bug when using guns. Use r5992 or higher.


Re: IoV (Current version: 928)[message #317333] Thu, 11 April 2013 20:48 Go to previous messageGo to next message
asako

 
Messages:15
Registered:December 2009
Flugente
Might as well mention that here... r5990 contains a serious bug when using guns. Use r5992 or higher.


I'd love to, but it doesn't seem to be on https://skydrive.live.com/?cid=013a6926eac52083&id=13A6926EAC52083!202
Maybe that storage space is full and there's a new one someplace else?
Re: IoV (Current version: 928)[message #317334] Thu, 11 April 2013 20:49 Go to previous messageGo to next message
wolf00

 
Messages:1133
Registered:September 2006
Location: Czech Republic

sorry i cant use new exe right now.i using db sci, latest exe is 5990

[Updated on: Thu, 11 April 2013 20:50] by Moderator

Re: IoV (Current version: 928)[message #317335] Thu, 11 April 2013 21:01 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
Maybe you guys give me five minutes to actually build the damn thing? Jeez ...


Re: IoV (Current version: 928)[message #317349] Thu, 11 April 2013 23:49 Go to previous messageGo to next message
asako

 
Messages:15
Registered:December 2009
Sorry, I didn't mean to pressure you or anyone. I'm rather new to the workings of this mod (though I already pretty much love it) and thus many of my assumptions would be wrong...hearing Fluguente speak of a 5992 version while not seeing one on the page made me jump to the conclusion that the upload link was changed to another domain or something.
Re: IoV (Current version: 928)[message #318594] Fri, 03 May 2013 19:48 Go to previous messageGo to next message
ColCool

 
Messages:13
Registered:March 2011
Hey fellow mercs,

I am using MartinWillyWonka instructions to get AR to work with IoV. It kind of works except many graphics are wrong like a magazine showing instead of an LBE gear (in bobby ray, tony, interface) but the functionality is correct. But how could this be at all? I mean IoV comes with own gfx and xml files. And dont the xml files tell where to look for the graphics?

So I am totally confused what I might have screwed up here. Do you have any clue what I could do to fix that?

Regards
colcool
Re: IoV (Current version: 928)[message #318595] Fri, 03 May 2013 19:55 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
The xmls might be correct, but the picture libraries are those of AR, you'll get unfitting graphics. You could solve that by checking that
  • the pics in /BigItems
  • MDGuns.sti, MDPxxxITEMS.sti in /Interface
  • smGuns.sti, smPxxxITEMS.sti in /tilesets/0
are from IoV and not from AR.


Re: IoV (Current version: 928)[message #321030] Mon, 27 May 2013 23:15 Go to previous messageGo to next message
WillyWonka

 
Messages:124
Registered:February 2006
Location: Sweden/Sverige
Flugente
The xmls might be correct, but the picture libraries are those of AR, you'll get unfitting graphics. You could solve that by checking that
  • the pics in /BigItems
  • MDGuns.sti, MDPxxxITEMS.sti in /Interface
  • smGuns.sti, smPxxxITEMS.sti in /tilesets/0
are from IoV and not from AR.


Exactly.

The graphic number for the food items has to be the same as the item it replaces in the new 1.13 folder! Please change it in the newly pasted food item.
Re: IoV (Current version: 928)[message #321033] Mon, 27 May 2013 23:40 Go to previous messageGo to next message
wolf00

 
Messages:1133
Registered:September 2006
Location: Czech Republic

hi please it is a posible run iov on curent generation 1.13[sci] ?
Re: IoV (Current version: 928)[message #321072] Tue, 28 May 2013 13:24 Go to previous messageGo to next message
zwwooooo

 
Messages:74
Registered:February 2009
IoV929 is under developement...When the beta version is released, I will update in this post.
Re: IoV (Current version: 928)[message #321291] Sun, 02 June 2013 15:48 Go to previous messageGo to next message
WillyWonka

 
Messages:124
Registered:February 2006
Location: Sweden/Sverige
zwwooooo
IoV929 is under developement...When the beta version is released, I will update in this post.


Nice...do you have any hints on what
Re: IoV (Current version: 928)[message #321294] Sun, 02 June 2013 16:47 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
zwwooooo
IoV929 is under developement...When the beta version is released, I will update in this post.
Are you working on anything related to the exe? I'm asking since I'm currently cleaning up and preparing your stuff for integration.
A note on that: I'll definitely go with a new tag , but that's just a simple replace_with operation on your files.


Re: IoV (Current version: 928)[message #321327] Mon, 03 June 2013 16:25 Go to previous messageGo to next message
dinglehopper

 
Messages:134
Registered:January 2008
Depre,

By integration do you mean into one of your SCIs, or is this somehow getting integrated into the main trunk?

If by main trunk would it be like a new items level; standard, tons of guns, and metric crapload of guns?

Just curious.

Either way this is good news.

DH
Re: IoV (Current version: 928)[message #321330] Mon, 03 June 2013 16:58 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
No, no, no ... just adding a few features to the trunk since no pure item mod should require its own exe.


Re: IoV (Current version: 928)[message #321331] Mon, 03 June 2013 18:42 Go to previous messageGo to next message
dinglehopper

 
Messages:134
Registered:January 2008
Oh.
Hmmm.
Well this is good news too, it means it will be easier to use mods like IoV in newer development builds.
Re: IoV 924[message #321408] Thu, 06 June 2013 12:13 Go to previous messageGo to next message
Piotr_1987

 
Messages:12
Registered:May 2013
Location: Poland
Could someone relink IoV 924 ?
Re: IoV 924[message #321417] Thu, 06 June 2013 19:03 Go to previous messageGo to next message
Scheinworld

 
Messages:908
Registered:December 2007
Location: Baltic Sea, Germany
Hello Captain and welcome to the forum,

CptPeter
Could someone relink IoV 924 ?


IoV 922 including the two patches up to version 924 that you are looking for is backed up here:

http://kermi.pp.fi/JA_2/Mods_v1.13/IoV_former_DBB/IoV/Archive/IoV_922/


@ all: If you are looking for older DBB, Cosplay, IoV etc. builds you may get the chance to find them here:

http://kermi.pp.fi/JA_2/Mods_v1.13/IoV_former_DBB/


Best regards; Schein


Re: IoV 924[message #321422] Thu, 06 June 2013 20:31 Go to previous messageGo to next message
Piotr_1987

 
Messages:12
Registered:May 2013
Location: Poland
THX Grin

* I'v beed looking and I can't find weapons and item request discussion ... pls help (I'm blind or something?)

**Is there some work in progress to make 929 ?

[Updated on: Mon, 10 June 2013 23:33] by Moderator

Re: IoV 924[message #321562] Wed, 12 June 2013 17:06 Go to previous messageGo to next message
Nehan
Messages:4
Registered:May 2010
What 1.13 version should I use with IoV? I downloaded the newest one from Depri's thread but it crashes when combined with IoV - and I can't find the older ones.

also, is this mod compatible with NCTH or it's made only for OCTH?
Re: IoV (Current version: 928)[message #321563] Wed, 12 June 2013 17:36 Go to previous messageGo to next message
zwwooooo

 
Messages:74
Registered:February 2009
DepressivesBrot
zwwooooo
IoV929 is under developement...When the beta version is released, I will update in this post.
Are you working on anything related to the exe? I'm asking since I'm currently cleaning up and preparing your stuff for integration.
A note on that: I'll definitely go with a new tag , but that's just a simple replace_with operation on your files.


Yes, I was responsible for integrating and upgrading the code for Chinese's Version and IoV's build. But I did not learn VC++. So, I can only be to simply modify the update.

(Sorry for my poor English. Any by Google Translate...)

1.13 add many features recently. IoV Some features have been included. Such as big Item size, RangeBonus change to ratable(Similar).

The following features are in IoV922~928:

1. Sight ranger of day / night from 2/1 change to 3/1. In other word you can see 30 grid at day, but at night just 10 grid.
2. The change to ratable. For example, "20" meet is 120%.
3. New ITEMSIZE confine is 0~54. For more shape and size magazine and frag and other item.
4. New malfunction type. Example a new M16 jam same a Damage 60% AK. But a 100% AK have 0.4% jam chance.
But we are want getting better this programmer, jaw just only before auto shooting. Because only check for a jam on the first bullet. We hope check for a jam in each one bullet.
5. It can plates for the LED bulletproof. Like CRIAS, MBSS, HSGI WASATCH.......

Point 4 features can not be integrated into source by me, so we decided to give up. Use "weapons overheating" and "Weapons dirt" parameter instead.

Then, IoV929 retain only the following two features:

1. Sight ranger of day / night from 2/1 change to 3/1. In other word you can see 30 grid at day, but at night just 10 grid.
2. It can plates for the LED bulletproof. Like CRIAS, MBSS, HSGI WASATCH.......

In these days I will sort out the modified code files. If so , please integrated into the source 1.13. Thanks.
Re: IoV (Current version: 928)[message #321564] Wed, 12 June 2013 17:42 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
Sounds good to me. To be honest, I was a bit weary about having that malfunction feature nobody understands anymore. It's a good decision to give up on it.


Re: IoV (Current version: 928)[message #321565] Wed, 12 June 2013 22:08 Go to previous messageGo to previous message
mmm

 
Messages:64
Registered:May 2013
For IOV, we used to take the "reliability" as the need before maintenance/cleaning, and the condition pretty much as a representation of amount of dirt, rather than the physical integrity(after all it takes no more than a couple dozens of rounds to render many weapons unusable, a bit too quick consider real world barrels and receivers generally have life in thousands ). It may fail to account for the instances like the items lose their status in the event of explosion too. But overall, it works to a degree. With the dirt system in place, it's kinda of a duplication. Also the formula is a bit too simplistic for my liking, the degradation of chance to jam is pretty much linear, which may not be a good enough simulation of all scenarios.

Now, I haven't tried the dirt system yet, I'm not familiar with it. But assume it provide enough options to differentiate weapons, it will serve a good replacement. My fear is that it could end up being nothing more than just more micro managing.
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