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Re: Alpha_Item_Mod_for_WF6.06[message #217606] Sat, 23 May 2009 02:49 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
The flamethrower is excluded from 1.13, if I recall correctly, because it's buggy.

And as for a minigun, look through some of the artists' threads around here. I know I've seen two or three of them.
Re: Alpha_Item_Mod_for_WF6.06[message #217618] Sat, 23 May 2009 06:18 Go to previous messageGo to next message
Watchman

 
Messages:101
Registered:August 2008
Location: Philippines
Actually, there's already a STI for the minigun in the game already, it's just not used. It's number 192 under guns
Re: Alpha_Item_Mod_for_WF6.06[message #217761] Sun, 24 May 2009 17:58 Go to previous messageGo to next message
Cube

 
Messages:6
Registered:July 2007

Can we have 6.5 mm grendel weapons please?

Because 6.5 mm is the future in military weapons.
Check it out

http://www.defensereview.com/vltorpof-65-grendel-special-purpose-rifle-spr-type-tactical-riflecarbine-for-special-operations/

Great rifles in this calibre are:

The saber defence spr for instance :

http://sabredefence.com/commercial.php

Or the Alexander arms 6.5 Grendel
Re: Alpha_Item_Mod_for_WF6.06[message #217786] Sun, 24 May 2009 22:18 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
The minigun from Deidranna Lives is pretty ccol !


Re: Alpha_Item_Mod_for_WF6.06[message #217917] Tue, 26 May 2009 06:44 Go to previous messageGo to next message
Matryoshka

 
Messages:89
Registered:September 2004
Location: New Zealand
Starwalker
Matryoshka
- Bullpup conversion kits for the SKS and Mini-14
(I don't know how much gameplay effect these kits would have, but they have a nice 'ghetto'/'MacGyver' feel to them, and even with the not-superb DBB graphics, they just look cool.)

The effect would be at least 1 AP less to fire them, under the 100AP-system. The effect would probably not be noticeable under the 25AP-system.

If I can get the full length (preferably in SI-units) and RL-pics of both, I can calculate the actual adjustment to single-shot firing cost and draw cost.

AFAIK, commerical bullpup kits for the Mini-14 and SKS have to comply with U.S. regulations (BATF, IIRC?) and the finished products have to be at least 26" long.

From what I've been able to find through Google, the Muzzelite stock kit for the Mini-14 reduces its overall length to 26.5" (673mm). I can't find many good lateral views of Muzzelite'd Mini-14s, but there's a decent shot (of the wrong side) at the following link.
http://www.mwgco.com/ar-15_accessories/product/MWG-MZ0-014.html

Despite there being a number of voices calling for them, there don't appear to be (m)any SKS bullpup kits on the market at the moment... but for game purposes, we can use the same kit as the Mini-14 (as is done in DBB). Very Happy From what I've seen, the bullpup-SKS usually edges inside the line of legality at 26" (660mm), but I'm afraid I can't remember where I saw the number. Sad
The following website has some 'okay' photos of the DC Engineering SKS-kit, which appears to have been the model for the version currently found in DBB.
http://www.rifletech.com/bullpup.htm

This (now-defunct) page discusses the status of several other projects aimed at bullpup-ing an SKS as of... 2007, IIRC? AFAICT, they're all private efforts, though.
http://web.archive.org/web/20071016045933/http://www.simonov.net/bullpup.htm
Re: Alpha_Item_Mod_for_WF6.06[message #217926] Tue, 26 May 2009 10:13 Go to previous messageGo to next message
Starwalker

 
Messages:766
Registered:October 2005
Location: Hannover, Germany
For the calculation it does not matter which side of the gun I get to see, so the pics are O.K.
But I still need the /actual/ full length of those guns as bullpups for my calculation.

And then, of course, someone has to make the pics of the guns and the upgrade-kits...


Re: Alpha_Item_Mod_for_WF6.06[message #219390] Sat, 06 June 2009 01:17 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Finally got some work done.

Added some new items, tweaked some old ones and corrected some minor glitches.

New items:
- PGO-7W scope (can be attached to several AK variants and... RPG-7 and the other RPG, of which I always forget the name ^^. Works quite well without totaly unbalancing the rocket launchers. You'll now also be able to atatch a regula PSO-1 scope to the launchers)

- RPG carry bag (which allows to carry 4 rockets)

- Steyr AUG-A1 (with the old yellow WF pic. basically a variant of the regular AUG with a bit higher rate of fire but less accurate and won't accept the conversion kit)

- 9x39mm SP-5 match ammo

- tweaked all rocket launchers a bit in order to make the heavy ones still interesting (they now have a built in scope, I reduced general accuracy, but added a bonus for aiming... works well in my opinion)


I'll try to upload an update this weekend, but can't promise anything...




Re: Alpha_Item_Mod_for_WF6.06[message #219407] Sat, 06 June 2009 02:18 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
Good man :ok:


Re: Alpha_Item_Mod_for_WF6.06[message #219724] Sun, 07 June 2009 14:45 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Just uploaded the update.


Re: Alpha_Item_Mod_for_WF6.06[message #219745] Sun, 07 June 2009 16:06 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
And received :ok:


Re: Alpha_Item_Mod_for_WF6.06[message #219748] Sun, 07 June 2009 16:17 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Feedback appreciated, as always (especially if you like the pic of the RPG bag, made it myself...). Wink


Edit:
At the moment I'm considering to rework all maps to include some of the added items. If I change the maps, I'll probably also add LBE items to the maps, thus the updated maps will only work with New Inventory.

Anyone knows the progress on the Big Maps project? I'd really like to make bigger maps for the WF mod in the near future...

[Updated on: Sun, 07 June 2009 16:20] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #219755] Sun, 07 June 2009 16:37 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
Quote:
Anyone knows the progress on the Big Maps project?


Seems to have gone quiet .

Quote:
If I change the maps, I'll probably also add LBE items to the maps, thus the updated maps will only work with New Inventory.


Sounds good , works for me Smile


Re: Alpha_Item_Mod_for_WF6.06[message #219810] Sun, 07 June 2009 22:12 Go to previous messageGo to next message
herb0815

 
Messages:18
Registered:June 2008
Is it better to use the new drop system of the latest exe, or to use the old one?
Re: Alpha_Item_Mod_for_WF6.06[message #219813] Sun, 07 June 2009 22:30 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
Quote:
Is it better to use the new drop system of the latest exe, or to use the old one?


Not sure what you mean ?


Re: Alpha_Item_Mod_for_WF6.06[message #219819] Sun, 07 June 2009 23:28 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Already updated first three rows of the map (that is rows A - C), the file is now available for download: Maps Update Row A-C


Several of these maps now include LBE items and some of the other new stuff. Also changed the civilians in B1 from the unused16 faction to kingpin (got annoying, when you had to do several fights in the sector, as those from the unused16 faction respawn and will cost you loyalty, once they are hostile... pretty hard to get decent loyalty levels in Chitzena that way. I think the respawning won't happen, if they belong to Kingpin... I'm not sure about that, however... feedback would be appreciated). I'll also change several other civilians when I come along the appropriate maps (especially the dude in Balime is really annoying, I never managed to get loyalty in Balime over 8%, because that guy respawned everytime and once I killed him, loyalty dropped to 0... unfortunately the faction system doesn't work as I intended... ah well...)

Also changed the C9 Barinas maps a bit. Especially the alternate map needed some flat roofs in order to make it playable (on insane Barinas gets attacked quite a lot, especially in the early stages and with out good defensive positions, you'll get overrun pretty quickly).

You'll now also find cans of oil in seceral maps, as these are needed to make the Molotov-Cocktails and in my latest game enemies didn't drop them in the early stages (which was quite frustrating, especially because Molotov-Cocktails are best in the earlier game stages...).

The files need to be extracted from the .7z file and copied into the maps folder.

Oh, and don't forget to loot Tony's storage house. Wink

WARNING: This will only work with the latest Alpha_Item Mod and only with NIV.


Re: Alpha_Item_Mod_for_WF6.06[message #220552] Thu, 11 June 2009 03:57 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Just added Simonov AVS-36 to the item mod and finished reworking the Maps up to row F (except Cambria University, which I'll probably do tomorrow...). Especially Cambria hospital received a lot of rework, in fact I changed the complete main building there, as I really disliked it.

Once I get Cambria university done, I'll upload the 2nd map package containing rows D, E and F (with changed radarmap for F8). As soon as I'm done with all rows, I'll of course upload a complete map package as well.



Re: Alpha_Item_Mod_for_WF6.06[message #220610] Thu, 11 June 2009 16:48 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
I just realized I can make fuel+oil+grenade bombs out of more than just fragmentation grenades.

There is nothing more beautiful than a string of massive incendiary bombs erupting along the edge of a sector as the enemy enters.
Re: Alpha_Item_Mod_for_WF6.06[message #220682] Fri, 12 June 2009 00:30 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Just uploaded the 2nd map update package (including rows D-F). This update includes modified maps for Cambria hospital and Cambria university, I just extended the buildings there in order to make the maps slightly more interesting. I think especially the hospital will now be quite some challenge for CQB room clearances. Wink

In the map package are also the two updated radarmaps necessary for F8 and F9. Just copy these into the radarmaps folder in your Data folder.

Next up will be the next three rows.


Re: Alpha_Item_Mod_for_WF6.06[message #220683] Fri, 12 June 2009 00:33 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
i had a look on your maps, but after having shot all the badies in 'omerta'-west i found out half of the map was 'littered' and the gear of three or four of the badies was unaccessable somewhere in between those litterboxes. is this intended or did i f*ck it up?
Re: Alpha_Item_Mod_for_WF6.06[message #220685] Fri, 12 June 2009 01:23 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Huh?

Sounds strange... I'll have a look at that and will see if the same happens to me. Very strange...

Anyways, just added another gun to the item mod: PP-19-01 Vityaz SMG.


Re: Alpha_Item_Mod_for_WF6.06[message #220686] Fri, 12 June 2009 01:30 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
sounds i f*cked it up - have a rerun

what do i need for anything but personal, i don't like those 'photos'
Re: Alpha_Item_Mod_for_WF6.06[message #220688] Fri, 12 June 2009 02:04 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Logisteric
sounds i f*cked it up - have a rerun



Guess that it was indeed your fault. Just made a test run on insane with drop all and everything worked fine.


Logisteric
what do i need for anything but personal, i don't like those 'photos'


Huh? Don't get this...


Re: Alpha_Item_Mod_for_WF6.06[message #220691] Fri, 12 June 2009 02:06 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
maps, items but not the mercs with those pseudo-photo faces
Re: Alpha_Item_Mod_for_WF6.06[message #220700] Fri, 12 June 2009 02:53 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Hmmm... so you'd like to use the old mercs, WF maps and Item mod?

I think there is somewhere a map package without the WF mercs (my bet would be to look in the WF thread, you'll probably find a download link there). Then add the item mod and the updated maps, guess that should do the trick... not sure, though. :whoknows:

[Updated on: Fri, 12 June 2009 02:53] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #220709] Fri, 12 June 2009 03:47 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
It's actually possible to delete the merc data files for the new WildFire mercs and have them revert to the old ones.
Re: Alpha_Item_Mod_for_WF6.06[message #220742] Fri, 12 June 2009 11:12 Go to previous messageGo to next message
Starwalker

 
Messages:766
Registered:October 2005
Location: Hannover, Germany
Logisteric
i had a look on your maps, but after having shot all the badies in 'omerta'-west i found out half of the map was 'littered' and the gear of three or four of the badies was unaccessable somewhere in between those litterboxes. is this intended or did i f*ck it up?

Wrong tileset?


Re: Alpha_Item_Mod_for_WF6.06[message #220743] Fri, 12 June 2009 11:14 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
that's what i'm thinking, but it was a fresh install - trash cans everywhere probably replacing low grass (that one you can walk on)
Re: Alpha_Item_Mod_for_WF6.06[message #220746] Fri, 12 June 2009 11:23 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
I had a similar problem ages ago, when the WF-6.06 mod was just released. Re-copying the data over a fresh download of 1.13 fixed it. In my case, though, the map was covered in washing lines.
Re: Alpha_Item_Mod_for_WF6.06[message #220929] Sat, 13 June 2009 01:08 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Almost finished updating the G row (only the two Cambria sectors yet to be done). Added two buildings to the Canyon road block map (which seemed awkward without buildings) and moved the farm buildings in the alternate map of G7 from the eastern map edge more to central parts of the map, as I found it most of the time quite frustrating in that map, when you entered it from the east or from the north that you were interrupted most of the time by enemies standing near by, especially in the earlier stages of the game.


By the way, has anyone an idea for an item that could use batteries? I think it's a waste that the batteries are only useful for the x-ray device. would be nice to have one or two additional items that used batteries... I was thinking about adding some kind of electric lock-pick, that would use battery energy each time you use it, but that probably can't be implemented with the XMl editor. I'd be grateful for any good ideas on this.


Re: Alpha_Item_Mod_for_WF6.06[message #220939] Sat, 13 June 2009 04:05 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
Walkman should and maybe powered scopes?


Re: Alpha_Item_Mod_for_WF6.06[message #220944] Sat, 13 June 2009 04:45 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
Maybe something to do with a trap? Battery powered machine that you put on the ground and makes noise to attract enemy soldiers.
Re: Alpha_Item_Mod_for_WF6.06[message #220986] Sat, 13 June 2009 15:03 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Just uploaded Alpha19 and Maps Update for Row G. You'll need the Alpha19 in order to get the Cambria map G9 working, as I placed one of the newly added items to the map.

Added stuff:
Simonov ASV-36 (7.62x54R semi-automatic rifle)
Vityaz SMG (Russian 9mm SMG)


Re: Alpha_Item_Mod_for_WF6.06[message #221044] Sat, 13 June 2009 23:29 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Newest Project:

Add duplicate weapons for the magazine adapters.

The adapters will no longer be attachments, but instead will now be used as merge items. So far I've already made pics for guns with the 9mm C-Mag: HK MP5A4, MP5N, MP5SD and Colt SMG. Don't think I'll do the C-Mag pics for the other 9mm SMGs, especially the 9mm AUG Para would look pretty stupid. Don't know, if that would even be practical in real life, just found that it was possible in the XML... won't be any longer...

To balance the fact of a higher mag capacity these guns will not longer take the M203 UGL (the mags seem to be pretty big and unwieldy, thus I'd think they hinder access to the UGL).

A tricked out MP5SD for example can now have rod&spring, aiming module MK.1, retractable stock, griplight and the higher mag capacity of a C-Mag. Pretty sweet, I'd say. Smile


I might also do pics for certain 5.56 and 7.62 weapons, but I'm pretty sure, that I won't do it for all possible guns...


Edit:
Just finished making pics for 8 WP guns with drum magazines. Also decided to reduce mag size of the WP drums to the original 75 (which they in fact seem to have, according to most internet sources... don't know, why they were set to 100...). This of course might cause trouble with already placed guns on the maps. Just have an eye on that, once the update is online.

Guns that will accept the drum adapter:
AKM
Ak-47
AKMS
AKS-47
AK-103
AK-104
AEK-973
AKM Tactical

Just have to include these 8 guns in the XML file and add the necessary merges, once done I'll upload the next update. Smile

[Updated on: Sun, 14 June 2009 03:22] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #221077] Sun, 14 June 2009 03:29 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
Awesome. I rarely use the M203 and I've been enjoying using up the massive amounts of 9x19mm ammunition available in the early game by adding a c-mag adaptor to my IMP's MP5.

Edit: Have you thought about making weapons with the c-mag attached cost more to raise due to the weight?

[Updated on: Sun, 14 June 2009 03:38] by Moderator

Re: Alpha_Item_Mod_for_WF6.06[message #221079] Sun, 14 June 2009 04:12 Go to previous messageGo to next message
smeagol

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

Edit: Have you thought about making weapons with the c-mag attached cost more to raise due to the weight?


yeah. Wink

basically the adapters change the following stats (besides giving you the benefit of bigger mags):
+ 3 weight
-1 reliability
-2 repair ease
+2 draw cost
+8 AP reload (normally those guns have 20 AP, with an adapter they'll have 28)
- ability to attach grenade launcher

already finished adding 5 of the 8 WP guns, hope I'll finish the other three soon. Smile


Edit:
Okay, just finished the guns and already uploaded the update. Alpha20 includes the 12 modified guns, modified data for WP drum mags and all necessary merges to create the guns. Stock up on those adapters and have fun. Smile
Next up will be a selection of 5.56 guns (but as said above, I'm sure I won't do all of them... making the pics for the AKs was annoying enough... the original RPK mag was too small and I had to photoshop a new one... and as I'm far from being an expert, this took quite a while, but I think the pics look alright... tell me what you think).

[Updated on: Sun, 14 June 2009 04:53] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #221094] Sun, 14 June 2009 11:20 Go to previous messageGo to next message
Starwalker

 
Messages:766
Registered:October 2005
Location: Hannover, Germany
smeagol
The adapters will no longer be attachments, but instead will now be used as merge items. So far I've already made pics for guns with the 9mm C-Mag: HK MP5A4, MP5N, MP5SD and Colt SMG. Don't think I'll do the C-Mag pics for the other 9mm SMGs, especially the 9mm AUG Para would look pretty stupid. Don't know, if that would even be practical in real life, just found that it was possible in the XML... won't be any longer...

It is possible to add a 5.56mm C-Mag to a 5.56mm AUG in real life, I have seen the pics, that's why it is possible in 1.13.

I do see that it would be awkward to use, though Wink


Re: Alpha_Item_Mod_for_WF6.06[message #221098] Sun, 14 June 2009 11:58 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
I really don't think adding that much weight to the rear end of an AUG is a good idea. I get the feeling it'd unbalance the rifle horribly.
Re: Alpha_Item_Mod_for_WF6.06[message #221119] Sun, 14 June 2009 15:14 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Just found a pic of an AUG HBAR online with that C-Mag. Man...That looks ugly.

I don't think that it would be possible to handle that gun anymore in a comfortable way (but then again, I never held any gun in my hands in real life, so what do I know? Wink ).

So, C-Mags for bullpup guns are basically a "no go" for me...


Edit:

Ugh... I guess this will be a lot of work. Just counted the number of possible guns: 30! (and that's without the bullpup guns).


[Updated on: Sun, 14 June 2009 15:28] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #221267] Mon, 15 June 2009 20:17 Go to previous messageGo to next message
Deadman

 
Messages:39
Registered:March 2008
Location: Germany
i dont like to say this, but. i put on alph.mod20. and when i rightclick some weapons for the description box (its not random) it was the Kac and hk mp5 a MG a shotgun and maybe there are somemore(i hope not) i get a runtime error: esc to exit
File: \vobject.cpp ; Line: 816 ; Function: BltVideoObjectToBuffer ;
Video object index is larger than the number of subimages.

just wanted to ask if im the only one with this problem.
Re: Alpha_Item_Mod_for_WF6.06[message #221288] Mon, 15 June 2009 22:47 Go to previous messageGo to previous message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Ugh... this sounds ugly. I'll try to locate the error. Would help, if you could give a more detailed description what went wrong.

Anyone else got this problem?

[Updated on: Mon, 15 June 2009 22:49] by Moderator



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