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Re: PossumDBB Mod v2[message #210282] Sun, 15 March 2009 10:07 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
actually rowa..i tried new editor..it isnt compatable with dbb-mod..dboy has so many custom values in it that xml editor still finds dozens of errors and shuts down before loading..only way to get xml editor to work with dbb-mod is to manually go in and fix the xml's then run editor..or..tell dboy to stop with the weird values

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First Sergeant

Re: PossumDBB Mod v2[message #210314] Mon, 16 March 2009 00:00 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I've found that the xml editor does not work when you've really changed a lot of things. My xmls are almost entirely different than the typical 1.13 and I get all kinds of weirdness after I run them through the xml editor just once.

I've also found that the editor itself fails to correctly change sometimes even simple things in my files. For me it has been of no use whatsoever. Good for superficial changes to standard 1.13 files but not much else.

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Sergeant Major
Re: PossumDBB Mod v2[message #218334] Fri, 29 May 2009 01:45 Go to previous messageGo to next message
mpsingleton is currently offline mpsingleton

 
Messages:6
Registered:February 2009
been playing JA1.13 + HAM + PossumDBB. Couple of quick questions.

First, can someone confirm that the 24x "ultimate" scope does indeed work? I had the same problem; the scope didn't seem to work at all when I attached it. No aim bonus for targets at medium range, and it didn't extend my line of sight even one square past the Schmidt and Bender. I understand the minimum range idea, but honestly, I'd switch that feature off. Been using Schmidt and Benders this whole time, because they worked like normal. The extra AP cost is disadvantage enough for the big rifles.

Second, near as I can tell, the "old gun" upgrade rail doesn't work with any weapon in the game. I was pretty stoked about that modification, and sorely disappointed when I could never get it to work.

Third, what the hell does the Commander's Digital Assistant do?

Fourth, is there any easy way to make the .50 cal ammo non-tracer? .50 ammo stopped dead after hitting trees, bushes, thin walls, and even chain-link fences. It'll still go straight through two soldiers in a row, but chain link stops it dead. Troubling, that was.

Fifth, any chance of getting Boys .55 ammo from BR? I spent a couple weeks in-game checking for it twice daily, never saw any.

Last, Tony doesn't accept ~50% of the guns in the game. Very few of the old guns, and very few of the very new ones. the L85 MG variant, for example, the Boys .55, lots of others. Franz in Balime still does, though.


Otherwise, awesome, awesome mod. been playing it off and on all summer, and then played about sixty hours straight this last week, taking Grum, Tixa, Cambria SAM, Balime, Orta, and into Meduna. The inventory system is to die for. Has this been integrated into main 1.13, and if not, why not? I honestly think there's a few too many guns, and many of them need their coolness factors adjusted, but that didn't stop the good times.

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Private
Re: PossumDBB Mod v2[message #218335] Fri, 29 May 2009 01:55 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
the old gun rail..is to be merged with either..7x scope..red dot sight..or the 4x acog with or without the reflex merge..it then works on about 85% of the WW2 era weapon such as the garand...the garand with the 7x on old rail is one awesomely deadly weapon..the 24x works fine now that dbb-mod is up to 909c.....the commanders digital assistant needs batteries..it then gives approximate outline of enemies that are out of sight..your other isseus are addressed thru various newer versions of dbb or ham3.3..such as the ability to have tony match br's for supply range/lvl..so if you have your game set to awesome br..tony is also awesome...best thing to do is to do dbb-907 thru to 909c..then ham3.3 and you'll have the ultimate game..plus 909c is finally xml-editor usable

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First Sergeant

Re: PossumDBB Mod v2[message #218338] Fri, 29 May 2009 02:53 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hello all

I'm currently working on Version 5, which will incorperate DBB909c.
I have just finished restructuring the graphics, and will commence adding in the 907-909 weapons and items this weekend.

The good news is, V5 will be backwards compatable with V4
The bad news is, it will not be compatable with DBB909c, so if you want to swap over to my mod from 909c, you will need to restart.
You may wish to restart anyway as I have found that I have assigned the wrong laptop to your IMP starting package, and there is no other way to get the correct laptop. (this is only important if you really like having the right description for your laptop.)
Some other bugs uncovered are, I failed to make dummy boby ray weapons for selecting some calibers, .55 boys might be one of these.

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Corporal
Re: PossumDBB Mod v2[message #218339] Fri, 29 May 2009 02:57 Go to previous messageGo to next message
mpsingleton is currently offline mpsingleton

 
Messages:6
Registered:February 2009
...holy shit. thanks for the answers.

This is my first playthrough in years, last time I played was with vanilla JA2, gold edition. HAM + PossumDBB fix nearly everything I didn't like about the original game, but the current big problem is a lack of documentation. I'm tempted to try writing up something myself, just based on the fun I've had. I think I'm going to rush and cap the queen, then upgrade and try it on insane w/ awesome BR.

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Private
Re: PossumDBB Mod v2[message #218346] Fri, 29 May 2009 08:58 Go to previous messageGo to next message
mpsingleton is currently offline mpsingleton

 
Messages:6
Registered:February 2009
Dipped back into the game this evening, and two more funny things I figured I'd mention.

- SPAS 12 is apparently flagged as a pistol, since Meltdown can dual-wield them. SPAS + CRT scope + LAM + Shotgun Suppressor + Flechette ammo x 2 = lots and lots of dead people. Not sure if this is a bug or a feature; the SPAS does have that one-hander hook, and it was certainly a hell of a lot of fun.

- Beowulf .50 rifle cannot use the .50 suppressor.

Also, the CDA can't equip batteries, whether regular or 12v. I figure that's me using an old version or sommat, though. While I'm asking, though, is there a list of combinations available somewhere?

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Private
Re: PossumDBB Mod v2[message #218352] Fri, 29 May 2009 10:45 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
i didnt understand why the spas was one-handed until i saw it inna hokey action movie and gung ho hero guy was weilding two..methinks d-boy saw that and voila..you can dual wield it..lol..the beowulf is incorrect in many ways..its a coast guard special..range is alot better than 300 metres inreality..sound is alot more manly than the hollow crud used in game..as for the huge silencer..thats for .50 anti-material..beowulf .50 is more like a .44 on crack and steroids

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First Sergeant

Re: PossumDBB Mod v2[message #218356] Fri, 29 May 2009 11:23 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
tbird94lx
the beowulf is incorrect in many ways..its a coast guard special..range is alot better than 300 metres inreality

What should its range be then?

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First Sergeant

Re: PossumDBB Mod v2[message #218359] Fri, 29 May 2009 11:37 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
according to all the reports and tests i been reading..manufacter release and gunsite tests..its range..accurate..is up to 575 yards...one of the reasons the coast guard uses it is because its immensely accurate and well ranegd..which they need while on a rocking boat in the seas

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First Sergeant

Re: PossumDBB Mod v2[message #218364] Fri, 29 May 2009 12:27 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
tbird94lx
according to all the reports and tests i been reading..manufacter release and gunsite tests..its range..accurate..is up to 575 yards...one of the reasons the coast guard uses it is because its immensely accurate and well ranegd..which they need while on a rocking boat in the seas

I take manufacturer-given data with a grain of salt, but gunsite tests should be O.K.
575 yards would be about 515m, which seems a bit too high for me (I guess the gunsite tests were on a gun-range, not a battlefield), so for 1.13 I'd set its new range to 450m, O.K.?

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First Sergeant

Re: PossumDBB Mod v2[message #218366] Fri, 29 May 2009 12:30 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
i personally set mine in the editor to 380...seems fair without being way too much considering the games constraints...i just felt 300 metres was way too short for basically a 16" barrel m16 with a higher velocity bigger punch round

PS:am not asking really for the guns to match real world specs perfectly..because the game is limited..but when i do see one that is extremely under or over ranged or whatnot..finding a reasonable inbetween seems fair..is why i went 380..i wouldnt go more than 400 personally..again..due to the limits of the game itself..the map size etc..

[Updated on: Fri, 29 May 2009 12:33] by Moderator

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First Sergeant

Re: PossumDBB Mod v2[message #218367] Fri, 29 May 2009 12:47 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
O.K., I'll put it at 400m then.

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First Sergeant

Re: PossumDBB Mod v2[message #218438] Sat, 30 May 2009 00:03 Go to previous messageGo to next message
mpsingleton is currently offline mpsingleton

 
Messages:6
Registered:February 2009
Shoot, can't believe I forgot this one, given how much pain it gave me over and over.

When loading items into the icecream truck (and Hummer too, I believe), if you leave the truck inventory open while ordering the truck to move, you lock the game up completely, and have to quit to desktop. UNBELIEVABLY frustrating bug when you're playing with Drop All.

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Private
Re: PossumDBB Mod v2[message #218714] Tue, 02 June 2009 05:53 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Mpsingleton

1st This lockup, is it something that occurs only with my mod?
Because I, unfortunately, can not think of what would be causing this to happen.

2nd regarding some previous reported bugs,
a) The .50 cal suppressor is only for use with anti material rifles, if you modify the Beowulf to use it you will lose a great deal of effective range.
If you realy want a silenced Beowulf, I would recommend using the pistol suppressor.
Actually, I will impliment this for Version 5.
Another note, I will increase the range of the Beowulf to 350 too.
( Remember my mod gives a range bonus to all optical sights, so placing a 4x sight on the Beowulf will then boost the range to 450.)
b) The bug with .55 boys ammo has been Identified, it was that the Coolness of the ammo crate was set to 10, thus it would only appear in the late stages of the game. If you wish to edit your existing game, set the coolness to 5 and wait several days, it should then appear fo sale in Bobby Ray's.

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Corporal
Re: PossumDBB Mod v2[message #224186] Mon, 29 June 2009 19:44 Go to previous messageGo to next message
hungry_joe is currently offline hungry_joe

 
Messages:28
Registered:August 2003
@ Oldpossum-

Any updates on version 5? ETA?

Looking forward to it...

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Private 1st Class
Re: PossumDBB Mod v2[message #224307] Tue, 30 June 2009 05:38 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hello Hungry Joe

Version 5 makes progress.

I have integrated all the DBB910 items and the latest SVN release items; Revamped most AP costs to 100AP(Attachment AP's still to be done); added many new guns (I'm sorry but while I know DBB already has an insane number of guns, I felt it failed to fill in some gaps, for example one of the guns I added was a 5.45x18 Machine Pistol.) and ammo loads; and Finished de-engrishing, and standardizing, the ammunition descriptions. I am about to start on the Weapon descriptions engrish next.
One piece of bad news, Fully Armed weapons will no longer be appearing. Most of weapons will remain in the files, but will only accessable by editing/cheating. The F2000 Fully armed is gone, replaced by the Basic Game F2000. The AK-74 fully armed is now just a AK-74 with a silenced Grenade Launcher.
So Far I have stolen 1 item from the Alpha mod, the SWAT sniper vest, I may impliment more, depending on how burnt out I get. Suggestions welcome.

Also does anyone know where I can find a list of what the various numbered Big STI graphic files are supposed to be?

EG what is Gun200.sti a picture of?

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Corporal
Re: PossumDBB Mod v2[message #224311] Tue, 30 June 2009 06:41 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
All, I can say is that I'm waiting for new version with anticipation.

You have some new and refreshing ideas in your mod. :cheers:

I just hope there wont be any nonsense RoF values that DBB mod has, for example LMG's that shoot 100+ bullets in a single turn. :yikes:

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Master Sergeant
Re: PossumDBB Mod v2[message #224313] Tue, 30 June 2009 07:26 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hello Uriens,

Have no fear, all weapons have been altered to the basic game ROF values.

Some weapons that had ready times wildly different from their basic game varients have been set back to the basic game ready time values too.

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Corporal
Re: PossumDBB Mod v2[message #224887] Thu, 02 July 2009 14:02 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
That's great to hear. Honestly, those RoF values are the cause why I don't play DBB mod anymore so I had to ask. Smile

I'm wondering though. Does AI get scoped weapons more often in your mod opposed to the unmodded 1.13?
If it doesn't, wouldn't adding range bonus to the scopes make AI fight with serious disadvantage? You may want to make AI use scoped weapons more often in your mod for that reason, if you didn't already of course. The question just popped in my mind while reading all the features implemented in this mod.

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Master Sergeant
Re: PossumDBB Mod v2[message #225030] Fri, 03 July 2009 01:25 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
mpsingleton
Shoot, can't believe I forgot this one, given how much pain it gave me over and over.

When loading items into the icecream truck (and Hummer too, I believe), if you leave the truck inventory open while ordering the truck to move, you lock the game up completely, and have to quit to desktop. UNBELIEVABLY frustrating bug when you're playing with Drop All.


Had this freeze as well, I think it was .exe dependent. After switching to a different .exe (with Assertions disabled or something... don't know exactly, Scheinworld was so kind to give me a different beta .exe) this freeze never occured again.

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Lieutenant

Re: PossumDBB Mod v2[message #225078] Fri, 03 July 2009 05:48 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hello Uriens.

The only time the AI gets a scoped weapon is when the weapon comes with either a default scope (eg most Sniper rifles, C7, AUG) or has a built in scope (eg F2000 or G36.)
But then again it seems that most of the High end weapons meet this criteria, so once you make say 70% progess, the AI should be fielding weapons comparable in range to your own.

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Corporal
Re: PossumDBB Mod v2[message #294779] Fri, 09 December 2011 14:02 Go to previous message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Unstickied per Schein's request. There is also a (relatively) newer "PossumDBB Mod v5" thread.

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Sergeant Major

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