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Re: Alpha_Item_Mod_for_WF6.06[message #210400] Tue, 17 March 2009 01:14 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
They are rather neat , yes .


Re: Alpha_Item_Mod_for_WF6.06[message #210401] Tue, 17 March 2009 01:17 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
Location: Slovenia
yellow eh MM. i'll strangle you if you mention yellow again Smile))) =D
Re: Alpha_Item_Mod_for_WF6.06[message #210403] Tue, 17 March 2009 01:21 Go to previous messageGo to next message
Marlboro Man

 
Messages:1192
Registered:October 2005
Location: USA
Well if we "EVER" get the MD stuff "externalized" or what ever you call it, so we can make the MDguns sizes useing the same pallettes like we do for the bigitem size, then we would have great images of all. Smile And use any color we wish. Wink Even yellow. Smile)))) One can only hope. I know it probably would not take a coder very long to do it. Just need a willing coder is all. Smile


Re: Alpha_Item_Mod_for_WF6.06[message #210414] Tue, 17 March 2009 05:20 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
MM is just secretly holding out to make a pink AK...

The thing I like about Coolberg's work is the continuity. Most of the black guns are done to a grey hue to show deeper levels of detail than Black 0,0,0 on Black 0,0,1. I don't mind that, but I disagree with the colours thing. His TRG's, WA2000 and all the Wood Furniture rifles make pretty much any other guns look boring. There are many colours thrown in with the SCAR's still in their special Baby-poo camo. That camo even works with the MD palette (or the MDP1/P2 whichever it is). I actually altered my style to fit with (not match) Coolberg's as he has the largest amount of custom pics in the game now. May as well make things look similar to avoid disrupting the flow of the art Smile


Re: Alpha_Item_Mod_for_WF6.06[message #210415] Tue, 17 March 2009 05:47 Go to previous messageGo to next message
Marlboro Man

 
Messages:1192
Registered:October 2005
Location: USA
His stuff is great and he has come a long way. Smile And simular is fine if that is what you want. I do like a little "variety" too. Yes he has a lot of custom content because it's good. Plus he is the only one still active. Wink Which is also a good thing. Smile Other wise we would not have much.



EDIT: Ok. Back on topic. Sorry for "meandering" off. Smile

[Updated on: Tue, 17 March 2009 05:48] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #210437] Tue, 17 March 2009 16:50 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
I experimented some more and converted a new pic: the BW combat pack. I think it looks quite good. Smile

I also made a small change to the storage capacity of the sector inventory.

Now most items in the sector inventory (and in vehicles, as this is the "pocket type" that determines storage in the sector inventory) will be stored in increments of 6 (that is 6/12/18/24 of a given item... large items still will be stored either single or 3 at a time...), making drag and drop a bit more comfortable when you outfit your squad.



I'll got to go earn some money now, but later in the day I'll continue my work on new LBE pics. You can expect some more vests, some more combat packs (for example one for 40mm grenades, similiar to the mortar combat pack) and maybe some more thigh packs, depending on the pics I find...

If anyone wants an LBE gear with specific carrying capacity, now would be a good time to tell me. Wink



Re: Alpha_Item_Mod_for_WF6.06[message #210446] Tue, 17 March 2009 23:20 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
I reworked the AK-VOG chest rig. Looks a bit better now.

Also made a new pic for the A.L.I.C.E pack (the pic I used so far didn't really look like an A.L.I.C.E combat pack). That new pic is a little bit too green, but I guess it's okay.

In addition I changed the pic of the Battle Harness (the one made when all upgrades are made to a regular LBE gear) back to that of the LBE gear, because I needed the pic to do the Soviet M23 chest rig (which originally should have been the pic, as I found out...). That chest rig can also be combined with the VOG chest rig.

I'll do a Soviet sniper belt shortly, which will then be combinable with both, the AK and the M23 chest rigs (which of course will then require new pics as well... oh my... once you get started it's like an addiction ^^).

Finally, as I now have that pic of the combat pack back, I'll also add a combat pack for 40mm grenades. Hmm... might as well do that now...


Re: Alpha_Item_Mod_for_WF6.06[message #210509] Wed, 18 March 2009 20:35 Go to previous messageGo to next message
herb

 
Messages:393
Registered:September 2007
Location: Slovenija
AlphaV14[/url]how to use this file? Do I have to restart new game?

[Updated on: Wed, 18 March 2009 20:41] by Moderator

Re: Alpha_Item_Mod_for_WF6.06[message #210510] Wed, 18 March 2009 20:45 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
marko

how to use this file?


Download it, get a copy of 7zip file manager (just google it and download that as well, it is basically something like winzip). Unpack the files to your Data-Wildfire folder. Overwrite everythin there. That should probably work. To check, if it did work, start a new game and take a look at the merc starting gear of the A.I.M. mercs. If these got different equipment, it did work (the easiest way to check this is to look at the starting gear of Static. If he has the TEA headset, everything worked fine).


Hope this helps. Smile


Edit: you'll have to start a new game for the first time you add the item mod, each consecutive update doesn't require a restart.

[Updated on: Wed, 18 March 2009 20:47] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #210515] Wed, 18 March 2009 22:02 Go to previous messageGo to next message
herb

 
Messages:393
Registered:September 2007
Location: Slovenija
Thx

so are you planning to work on this in the future. So it is recomended that i start a new game if i want update NIV
Re: Alpha_Item_Mod_for_WF6.06[message #210516] Wed, 18 March 2009 22:05 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
marko
Thx

so are you planning to work on this in the future. So it is recomended that i start a new game if i want update NIV


I'm doing updates quite regularly at the moment. There are still several pics I like to convert, thus you can expect some more updates to come.


Re: Alpha_Item_Mod_for_WF6.06[message #210517] Wed, 18 March 2009 22:09 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
Quote:
the merc starting gear of the A.I.M. mercs. If these got different equipment, it did work (the easiest way to check this is to look at the starting gear of Static. If he has the TEA headset, everything worked fine).


Checked with a new game , Barry starts with Tea headset . BUT.....in 14 version , saved games (from v 13)are crashing to desktop within seconds , new game seems ok , though now ALL emails , and some descriptions are in German :headscratch:

Any ideas ?

EDIT :Tried again , didn't even load this time : Assertion failure (line 3244 in the file tactical save cpp.

[Updated on: Wed, 18 March 2009 22:29] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #210520] Wed, 18 March 2009 22:29 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
Location: Slovenia
smeagol
marko
Thx

so are you planning to work on this in the future. So it is recomended that i start a new game if i want update NIV


I'm doing updates quite regularly at the moment. There are still several pics I like to convert, thus you can expect some more updates to come.

hope you take a month off or something after a while, so i can play through once XDD
Re: Alpha_Item_Mod_for_WF6.06[message #210522] Wed, 18 March 2009 22:39 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
lockie
Quote:
the merc starting gear of the A.I.M. mercs. If these got different equipment, it did work (the easiest way to check this is to look at the starting gear of Static. If he has the TEA headset, everything worked fine).


Checked with a new game , Barry starts with Tea headset . BUT.....in 14 version , saved games (from v 13)are crashing to desktop within seconds , new game seems ok , though now ALL emails , and some descriptions are in German :headscratch:

Any ideas ?

EDIT :Tried again , didn't even load this time : Assertion failure (line 3244 in the file tactical save cpp.


Hmm...

that's not good. do all save games crash?

Normally the e-mail texts shouldn't be affected by the data from the item-mod. As far as I remember the corresponding files aren't included in the Item_Mod files (the Item Mod files only include the ProEdit // prof.dat stuff, the BigItems, interface pics, tileset pics for the items, the 2 crossbow sounds and the TableData folder, which by my knowledge only contains xml files).

I Didn't change any other files. Maybe you have made any changes yourself? Wrong starting .exe maybe?

Edit: I tried my savegame (from a german .exe) with the English manymercs .exe and everything works fine. The in-game description texts change back to English with that exe and vice versa. Don't know, what's wrong there... anyone else got such a problem, as well?


@Majek: Those updates don't require new games, only thing that changes is, that Bobby Rays selection will become better, when you update to a higher Alpha Mod version.

I'm still running the game I started the Item_Mod with, constantly changing the XML file didn't change stability of the game (though there is that issue with the sectors around San Mona, a German tester reported that the same crash also happens in B6 and B7, two drug farms north of San Mona... the newest guess, why the game crashes in these sectors has something to do with the civilians being part of King Pins fraction, but I really don't know, if this could be the case...)

[Updated on: Thu, 19 March 2009 00:15] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #210524] Thu, 19 March 2009 01:04 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
Location: Slovenia
Well i'm not exactly using the mod as is, i play around with changes Very Happy and a custom prof.dat,...

and the emails are stored in Binary Data folder , Email.edt. I just don't use these and it stay english.
Re: Alpha_Item_Mod_for_WF6.06[message #210525] Thu, 19 March 2009 01:10 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
At the moment I'm considering to cut down carrying capacity of the specialized combat packs (spec ops, mortar bag, the packs that can hold hand grenades, etc...), because those packs in reality look more like butt packs, rather than the larger day packs.

I think it's not really fitting, that you can put stuff like long guns into them. Don't know what you think about it... good idea? bad idea? Would also be a balancing factor so that those special combat packs are no longer a no-brainer.

Therefore, I'm asking you whether to keep the large combat pack pockets on all combat packs or should I change them to smaller combat pack pockets (which would be pretty much similiar to a medium general pocket)?

I would keep the large combat pack pockets on the Timms pack, the TT 3-day pack, the Field Medic pack and the Blackhawk Patrol pack, but in turn would change the other combat packs accordingly.

Any thoughts on this?


I also reworked the pic of the KFOR vest (which now looks less blurry), and added the Soviet sniper belt, which can be worn like a vest and has the following pockets:
- 2 SVD mag pockets
- 2 grenade pockets
- 1 misc general
- 1 medium general
- the two regular vest pockets (the tiny and small, you'll find on every vest)

Once I've done the two pics for the "AK chest rig-sniper belt combo" and the "M23 chest rig-sniper belt combo" and added the appropriate items and merges, I'll upload a new update.


Re: Alpha_Item_Mod_for_WF6.06[message #210526] Thu, 19 March 2009 01:12 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Majek
Well i'm not exactly using the mod as is, i play around with changes Very Happy and a custom prof.dat,...

and the emails are stored in Binary Data folder , Email.edt. I just don't use these and it stay english.



That email.edt could be the solution, why Lockie's data gets screwed up. I'll just leave these files out now. Thanks for the tip, Majek. Smile


Edit:
ah well, I just leave out the complete binary folder from now on, as it isn't really needed for the item mod. I made some changes to certain mercs in the prof.dats earlier on, but haven't touched those files for quite some time now.. and those changes were pretty minor anyway... (switched around some skills, gave Scully a regular male body instead of the bi one, stuff like that)... thus it would probably not even be noticed...

Important for the item mod are the "bigitems", the "interface", the "tileset" and the "tabledata" folders (the sound folder is only important to get once for the crossbow sounds, but for convienience I just let it in the complete package...).

[Updated on: Thu, 19 March 2009 01:20] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #210541] Thu, 19 March 2009 09:01 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
So can I get my saves back ? And lose the German mails Very Happy


Re: Alpha_Item_Mod_for_WF6.06[message #210543] Thu, 19 March 2009 10:18 Go to previous messageGo to next message
herb

 
Messages:393
Registered:September 2007
Location: Slovenija
can you give a list which vest go together because i found out that someone are incompatible.

And why can't climb on a roof with ALICE?


Yes I can conferm with version 14 all text is in German

[Updated on: Thu, 19 March 2009 10:42] by Moderator

Re: Alpha_Item_Mod_for_WF6.06[message #210564] Thu, 19 March 2009 14:38 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
lockie
So can I get my saves back ? And lose the German mails Very Happy


I guess your best bet would be to get the BinaryData folder from an earlier AlphaVersion and just copy that (not the other files) into your data-folder. This should probably at least bring back the English mails. I don't know, if this will also fix the save games. Sad



Re: Alpha_Item_Mod_for_WF6.06[message #210565] Thu, 19 March 2009 14:48 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
Location: Slovenia
Take the emails from the original WF606 mod. I think they were always german in this item mod.
Re: Alpha_Item_Mod_for_WF6.06[message #210566] Thu, 19 March 2009 14:52 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
marko
can you give a list which vest go together because i found out that someone are incompatible.

And why can't climb on a roof with ALICE?


Yes I can conferm with version 14 all text is in German



Okay, that V14 screwed up the .edt files in the binarydata folder (because I used a German .exe to playtest the files, I guess the .exe somehow modifies the .edt files. Though, if I think about it, I didn't copy a newer version of the binarydata folder into the update folder... I'd say that it also could be a file from the tabledata folder that messes around with in-game texts. And this would probably get ugly. :/ I think I'll have to switch back to the English .exe).


Hmm.. you can't climb on roofs with that Green A.L.I.C.E pack? That's strange. For me climbing with that one works fine.

Or do you mean the Malice? This is a backpack and with a backpack you can't climb (has always been like this).

What exactly do you mean with incompatible vests? you can only wear one vest at a time.

There are however some combinations that will upgrade a vest:
- LBE Gear can be upgraded with "mod. Gr/Gr/GR", "mod. First Aid pouch", "mod. Utility pouch" and you can attach all three of them (it's not important which one you attach first)
- AK chest rig and M23 chest rig can be combined with the VOG chest rig (and will be combinable with the sniper belt, as soon as I get the pics done)

In addition there are some possible merges with the Modular pouches (the thigh packs), just experiment a bit with them, and you'll pretty quick figure out what works and what not. I might add more possible combinations later on.

The 40mm grenade panels can also be somehow combined (a 4x40mm grenade panel can be halved or two of these can be put together to get the VOG chest rig).

Hope this helps a bit.



Re: Alpha_Item_Mod_for_WF6.06[message #210568] Thu, 19 March 2009 14:58 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Majek
Take the emails from the original WF606 mod. I think they were always german in this item mod.


Yeah, now as you say it, I think I remember that they indeed were German from the beginning. Never really noticed, as I don't read those anymore (most of the time it's enough to check who sent a mail to know what's in there... Speck only wants money, Bobby Ray tells you when stuff arrives, Enrico is pissed because you have no progress and John Kulba says "Hello". Oh and KingPin wants his money back...).

@Lockie: Majeks idea looks better to get the English mails back. Try to get those files from the English WF6.06 (should be the .edt files from the BinaryData folder).


Re: Alpha_Item_Mod_for_WF6.06[message #210602] Thu, 19 March 2009 18:13 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
Shall do so tonight , and thanks Majek , Smeagol for your time .
Will report later on .


Re: Alpha_Item_Mod_for_WF6.06[message #210630] Thu, 19 March 2009 21:29 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
AHA ! Changed all the .edt files in binary data , as merc bios , history , recon report were all in German , all ok now , saves also :cheers:


Re: Alpha_Item_Mod_for_WF6.06[message #210637] Thu, 19 March 2009 22:27 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
lockie
AHA ! Changed all the .edt files in binary data , as merc bios , history , recon report were all in German , all ok now , saves also :cheers:


Great. Good to hear. Smile


Re: Alpha_Item_Mod_for_WF6.06[message #210640] Thu, 19 March 2009 22:55 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
What advantage has the TEA headphones over the 'normal' set ? Seems -2 hearing disadvantage , cute earmuffs though Very Happy
Tactical flashlight , how do you use this ?
Dimitri - hasn't 'lost his marbles' after all Smile
Yet to use incendiary grenades , will shortly.......... singed eyebrows I fear Very Happy


Re: Alpha_Item_Mod_for_WF6.06[message #210646] Thu, 19 March 2009 23:16 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
lockie
What advantage has the TEA headphones over the 'normal' set ? Seems -2 hearing disadvantage , cute earmuffs though Very Happy
Tactical flashlight , how do you use this ?
Dimitri - hasn't 'lost his marbles' after all Smile
Yet to use incendiary grenades , will shortly.......... singed eyebrows I fear Very Happy


The TEA headset is not as heavy as the Extended Ear. When you have some serious weight troubles with the load your mercs have to carry, it might be worthwile to pick one of these. It's not much weight, but every pound counts.

The Flashlight is atatched to a gun and will increse sight range when the gun is drawn.

Yeah, Dimi likes his marbles (Fidel loves his shovel and Ivan his fur hat Smile)



Re: Alpha_Item_Mod_for_WF6.06[message #210647] Thu, 19 March 2009 23:20 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
As Tony the tiger would say , GGRRRRRREEEAAATTT ! Smile


Re: Alpha_Item_Mod_for_WF6.06[message #210662] Fri, 20 March 2009 01:19 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Okay, next major update is almost ready for the upload.

New:
Soviet sniper belt
AK-sniper chest rig (including new pic)
M23-sniper chest rig (including new pic)

three new LBE combo items (made from LBE Gear and modular pockets, similiar to the already included modified LBE gear):
LBE SAW/GR vest
LBE SAW/FM vest
LBE SAW/GR/FM vest

You'll need an LBE gear, a SAW pouch, a modular triple grenade rig and a first aid pouch (not important which one you add first, they are possible in any combination, so if you only want SAW and the grenades, that's possible, as well. Those modified LBE vests are heavier than other vests, though)

slightly updated several of the new pics.

and most important change:
added a small backpack, that can be worn with butt pack sized combat packs.

Combat packs will from now on be divided into two groups:
butt packs and daypacks

Butt packs have smaller carrying capacity, but you can also carry a small backpack//sniper drag bag with them, where as the daypacks can not be worn with a small backpack. Only exception to this is the TIMS Set (which, after my definition, consists of a daypack and a large backpack).

Those butt packs got cut down in carrying capacity, at the moment these include the following packs:
- A.L.I.C.E
- Sniper combat pack
- HSW mortar bag
- E.A.G.L.E pack (new 40mm grenade butt pack)
- Spec Ops combat pack

These butt packs will have the advantage (with the exception of the sniper bag) to have an additional gun sling, but the pockets "inside" the bag will now be smaller. So no more hauling around 3 assault rifles//LAWs in such a bag. If you want to do that, you'll need a daypack.

The small backpacks at the moment include two models:
- sniper drag bag (as already known, this one has another gun sling, a large combat pack pocket, 2 pockets for sniper rifles and two smaller pockets)
- L.R.R.P backpack (Long Range Recon Patrol, this one has two large combat pack pockets, 2 misc general pockets and 2 small general pockets).


The Daypacks include:
- Blackhawk Daypack (formerly the Blackhawk Patrolpack)
- TT 3-Day Pack
- Field Medic Daypack (formerly the Field Medic Combat Pack, to distinguisch it from a butt pack I renamed it)
- TIMS Daypack (also got renamed)


I think this is a good compromise between playability and realism. Thoughts?


I just test, if I got all the combos right, then will make the update.


Edit: AlphaV15 is up. Enjoy. Smile (Had to resize the L.R.R.P pack, which looked way too small, that's why it took a bit longer...)

[Updated on: Fri, 20 March 2009 02:19] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #210686] Fri, 20 March 2009 12:39 Go to previous messageGo to next message
herb

 
Messages:393
Registered:September 2007
Location: Slovenija
For english language Binarydata should stay old.

But why I need 20 AP for single shot or for reload steyr snipre rifle 28 AP???????????

How I can change cloth of the mercs (Proedit, but than?)
Re: Alpha_Item_Mod_for_WF6.06[message #210689] Fri, 20 March 2009 13:14 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
marko
For english language Binarydata should stay old.

But why I need 20 AP for single shot or for reload steyr snipre rifle 28 AP???????????

How I can change cloth of the mercs (Proedit, but than?)


You're playing with 100AP right? 20 AP for a single shot with a sniper rifle is in fact quite little. Wait until you get your hands on an OSV-96, that thing takes about 60 AP for an unaimed shot (and 48AP just to draw it!).




Re: Alpha_Item_Mod_for_WF6.06[message #210714] Fri, 20 March 2009 17:31 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
Out of interest , does each succeeding alpha edition have all the previous item alterations in it , or should each person downloading have every single edition in order ( just to save any confusion Very Happy )?


Re: Alpha_Item_Mod_for_WF6.06[message #210716] Fri, 20 March 2009 17:38 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
lockie
Out of interest , does each succeeding alpha edition have all the previous item alterations in it , or should each person downloading have every single edition in order ( just to save any confusion Very Happy )?


No, it's sufficient to download the last Alpha version, this will include all changes previously made.


Re: Alpha_Item_Mod_for_WF6.06[message #210718] Fri, 20 March 2009 18:13 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
With regard to bugs , something is occasionally causing runtime error , seems to be linked to tactical save , anyone any ideas ? It's only now and again , sometimes when loading at a continued game .

EDIT : On a better note , HG 85's look good , what could do with redrawing are the 40mm grenades , too shiny , more like playthings ........ Very Happy

[Updated on: Fri, 20 March 2009 19:13] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #210811] Sun, 22 March 2009 15:30 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
I decided to cut down the KAC Launcher system in size, in order to fit into an SMG holster slot. I also added the KAC Masterkey already. The idea is, that the KAC System will now either accept the M203 or the Masterkey shotgun and that these can be exchanged. I know, it would be nice to be able to attach the masterkey just like the M203 to any other gun, but this unfortunately, as we all know doesn't work right know.

But I think the idea is nice enough, to warrant inclussion. don't know, if it is practical in game terms, but it is possible. The Masterkey has lousy accuracy without the KAC System, due to the lack of a grip.

I still need the standalone KAC System pic, but that's probably only a matter of minutes (now that I'm getting used to using photoshop). Smile


I will also add a cut down version of the RGM that will fit an SMG holster and obviously include a special holster for the short 40mm grenade launchers.

Also new is the possibility to treat SWAT armor with C-18 (including new pics Smile ).

[Updated on: Sun, 22 March 2009 15:31] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #210823] Sun, 22 March 2009 17:45 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
AlphaV16 is now online.




Re: Alpha_Item_Mod_for_WF6.06[message #210825] Sun, 22 March 2009 18:01 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
Location: Slovenia
Gotta check it out then. Very Happy

edit: that's strange. the XML editor doesn't work now that i've applied the v16. or maybe there's something else wrong :/

ugh crap. something else is broken ://

[Updated on: Sun, 22 March 2009 18:18] by Moderator

Re: Alpha_Item_Mod_for_WF6.06[message #210843] Sun, 22 March 2009 19:32 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
Quote:
Poster: smeagol
Subject: Re: Alpha_Item_Mod_for_WF6.06

AlphaV16 is now online.


NOOOOOOOOoooooo , not another new game :uhh:
That does it , I'm waiting for release 25 before getting any more , grumble , grumble... Very Happy


Re: Alpha_Item_Mod_for_WF6.06[message #210846] Sun, 22 March 2009 19:47 Go to previous messageGo to previous message
herb

 
Messages:393
Registered:September 2007
Location: Slovenija
smeagol
marko
For english language Binarydata should stay old.

But why I need 20 AP for single shot or for reload steyr snipre rifle 28 AP???????????

How I can change cloth of the mercs (Proedit, but than?)


You're playing with 100AP right? 20 AP for a single shot with a sniper rifle is in fact quite little. Wait until you get your hands on an OSV-96, that thing takes about 60 AP for an unaimed shot (and 48AP just to draw it!).




but my mercs have 20-25 points of AP. How to reload sniper gun if requires 28 AP. something wrong?
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