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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231866] Thu, 27 August 2009 19:00 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
:et5: guess I need to hire a team of vermin exterminators to get rid of those thread highjackers...


Back on topic:
I slightly reduced the numnber crates in the weapon cache at E11 (removed like 6 or 7 crates and put some stuff in the same crates), but not all of them, also updated row G and will now continue with row H.

It seems that some items are hardcoded to the maps as well. I wanted to get rid of the Keith ownerships in H9, when I clicked on them I got an assertion error and CTD, deleting them with the "del" button seemed to work, but after reloading the saved map, the items appeared again. Anyone knows, what's up with that? The same is true for the belongings of the Hick daddy (and I'm pretty sure, I've encountered this in some other maps, as well...).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231867] Thu, 27 August 2009 19:02 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
scorpio had no hick-daddy stuff in his hale&burton hq

and stop babbling - YOU ARE HEREBY DRAFTED INTO THAT GERMAN CONSPIRACY

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231868] Thu, 27 August 2009 19:16 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
I do know that there is no comms bunker in the game yet.

In WF, Arulco is under UN embargo and the background story is that you are some undercover agent ordered to launch and directly engage in civil war.

Within such a setting i find it suitable that arulcan build-up of arms etc. is kept as secret as possible (towards the outside world). And i do see a need for a cover story that might allow for the import of knowledge and technology under embargo's conditions. "We research into animals and wildlife - neither weapons nor military command structure" might be convincing UN's inspectors ... Wink

That's my idea behind it.

But YMMV of course and if smeagol liked to build some comms bunker in Orta, i wouldn't mind at all.

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231873] Thu, 27 August 2009 20:05 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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I don't see any need for a comms bunker, those who have thoroughly explored Meduna, should have noticed, that there already is in fact a big bunker complex. Wink

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231876] Thu, 27 August 2009 20:32 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
we cannot explore meduna since we restart the game repeatedly all over to enjoy your new additions, maps and the like. Wink

Keep them coming, though, it's highly appreciated! Smile

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231878] Thu, 27 August 2009 20:41 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Sam_Hotte
we cannot explore meduna since we restart the game repeatedly all over to enjoy your new additions, maps and the like. Wink


Yes, that's a good point... forgot about that. :wave:

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231885] Thu, 27 August 2009 22:09 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Damn... I really hate this, you alter a map, spending more than half an hour of work, try to save... CTD. :computer2:


After two of these save game failures, I decided to take a short break to watch a movie and also get some nice Newcastle Brown Ale down my throat.


So, only those two maps in row H need update (the two mine sectors in Grumm and Cambria), the other important sectors in that row are finished. Especially Alma HQ should be quite tough now (as in "don't try this with only two mercs, it's a friggin' military base..." Wink ).



Edit:
Currently adding the suppressor for cal .338 sniper rifles.

[Updated on: Thu, 27 August 2009 23:53] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231898] Fri, 28 August 2009 03:19 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Got some playtesting done. I had already 6 fights just in Omerta on day one (and even one fight in A10, I think this was the first fight I ever had in that sector...). So far the maps look good, especially B9 is quite fun to play in my opinion (especially with the crappy starting equipment).

Also discovered a movement cost mismatch between A9 and B9 and already fixed it (it took 5 minutes from A9 to B9, but 1 1/2 gours into the other direction...).

I'll now add a smoke mine (like the mustard gas mine//tear gas mine, but obv. with a smoke grenade). I think these could be very useful in certain situations (and I already got 3 packs of bubble gum and some detonators, so I'm eager to test them out ^^).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231900] Fri, 28 August 2009 03:43 Go to previous messageGo to next message
Kindred is currently offline Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
smeagol
After two of these save game failures, I decided to take a short break to watch a movie and also get some nice Newcastle Brown Ale down my throat.


Isn't it a crime for a German to drink a beer from somewhere else?

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231902] Fri, 28 August 2009 04:46 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Kindred
smeagol
After two of these save game failures, I decided to take a short break to watch a movie and also get some nice Newcastle Brown Ale down my throat.


Isn't it a crime for a German to drink a beer from somewhere else?


nah, only if the beer-gestapo find out. and they

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231904] Fri, 28 August 2009 04:50 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Kindred
smeagol
After two of these save game failures, I decided to take a short break to watch a movie and also get some nice Newcastle Brown Ale down my throat.


Isn't it a crime for a German to drink a beer from somewhere else?


Simply the best beer there is... though it's quite expensive here (2

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231905] Fri, 28 August 2009 06:17 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
i noticed another possible bug/error smeagol.

the sniper variant of the SCAR H-WP only has a base range of 36, which is sbout as much as a standard AK. shouldn

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231911] Fri, 28 August 2009 10:13 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
@smeagol
you arent truely a Pit member until you've had a thread hijacked by the crazies..welcome aboard Very Happy you are now a Pitee..Piter?..Pitite?..you've arrived !

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231921] Fri, 28 August 2009 12:10 Go to previous messageGo to next message
Kindred is currently offline Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
Pitter. A Bear's Pit knight.

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231934] Fri, 28 August 2009 15:15 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Mauser
i noticed another possible bug/error smeagol.

the sniper variant of the SCAR H-WP only has a base range of 36, which is sbout as much as a standard AK. shouldn

[Updated on: Fri, 28 August 2009 15:24] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231949] Fri, 28 August 2009 18:11 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Mauser
A sniper variant would be interesting with dragunov ammo though, maybe the SV variant should rather take that?

It would make sense to have that in 7.62x54R instead of 7.62x39 and give the values of the Sniper to the normal assualt rifle in that calibre.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231957] Fri, 28 August 2009 18:52 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Yes, also thought about that. But I think I will leave the SCAR as it is for now (but then again, you never know, when I decide to change stuff around ^^).

Anyone knows, if there actually are ARs with 7.62x54R? My search didn't yield any results, so I presume, that those don't exist, but I might be wrong... I mean, there are rifles (Nagant, ASV-36), Sniper Rifles (SVD and such) and machine guns (Pecheneg, etc.) that use 7.62x54R.
So why are there no ARs? Is that bullet's recoil too big to handle? Magazines too bulky with too small capacity? What are the reasons, why there are no assault rifles in that calibre?


I thought, that the thread could use some pics, therefore I made a compilation of some of the pics I did for the Item Mod.

http://img43.imageshack.us/img43/3880/itemselection1.png


Except for the MP5, the original Diemaco and the original L86 A2, I made all those pics.

The MP5 is Coolberg's original, only with added C-Mag.
Same is true for the Diemaco, but I don't know, who drew the original, it's the one from DBB Mod
The L86 A2 is basically a recoloured version of the one from DBB.

[Updated on: Fri, 28 August 2009 19:34] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231977] Fri, 28 August 2009 22:12 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
you are becoming photoshop artist after all ... Very Happy :ok:

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231981] Fri, 28 August 2009 22:33 Go to previous messageGo to next message
ssd is currently offline ssd

 
Messages:21
Registered:July 2009
Location: Germany
Yeah good job except the "Headset & Radio" and "Headset". Both are a bit pixelized or rather grainy tbh.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231989] Sat, 29 August 2009 00:38 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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The Headset was one of my first attempts and it was quite difficult to get a good pic for the H&R.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231993] Sat, 29 August 2009 00:46 Go to previous messageGo to next message
ssd is currently offline ssd

 
Messages:21
Registered:July 2009
Location: Germany
Logisteric
what am i supposed to download from all that stuff and how to install it?


I guess the most of that stuff comes with the next update. And some is already in V36. Or am I wrong? Smile

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231994] Sat, 29 August 2009 00:48 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Registered:June 2008
Location: Bremen, Germany
Except for the heavy sniper suppressor everything is in the last update (some of the items have been in there for quite some time actually...).


Edit:
I changed the SCAR WP.

The CQB version now has the stats of the sniper variant, the sniper variant is a conversion to 7.62x54R. Just need to update the pic, but that's what I will do now.

[Updated on: Sat, 29 August 2009 00:55] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232002] Sat, 29 August 2009 03:40 Go to previous messageGo to next message
ssd is currently offline ssd

 
Messages:21
Registered:July 2009
Location: Germany
smeagol
The Headset was one of my first attempts and it was quite difficult to get a good pic for the H&R.


I have made a new Headset. Feel free to use it. I've also made inventory (interface) and ground (tilesets) images for it. Whether u decide to use it I could send them to u. Just click on the pic for its real size.

http://www.coupe-de-la-ligue.de/p1item77.png

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232008] Sat, 29 August 2009 09:19 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Looks good :ok:

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232021] Sat, 29 August 2009 10:53 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Did you up the damage caused by the thompson ? Seems worth using now ! And , for jeans , can you make them blue ? Bit confusing ,when looking at gear ,then finding out what I thought was armour , turns out barely able to keep out the chill Smile

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232100] Sun, 30 August 2009 09:33 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Little item suggestion for the mod , a hand axe ! More damage than knife ,slightly heavier , mmmm?

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232117] Sun, 30 August 2009 11:41 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Make it throwable too Smile

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232119] Sun, 30 August 2009 13:13 Go to previous messageGo to next message
orko_oskar is currently offline orko_oskar

 
Messages:72
Registered:April 2007
Location: Sweden
Or a combat shovel Smile

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232120] Sun, 30 August 2009 13:15 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
Yes but not a folding one.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232121] Sun, 30 August 2009 13:33 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
A suggestion for a merge : grenade + glass jar = "grenade in a jar ".
Possible uses : boobytrap for a door or projectile for a new launcher, a sling (actually used in the spanish civil war to throw grenades at long distances).

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232140] Sun, 30 August 2009 15:32 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
orko
Or a combat shovel Smile


Already in (there are two versions of the spade: a folding spade and a shovel, and the shovel is basically the "combat" version with increased damage. both can be used as a crowbar). Only thuing is, that I didn't make a new pic, maybe I'll add one...


Lockie
Little item suggestion for the mod , a hand axe ! More damage than knife ,slightly heavier , mmmm?


To make that really worthwhile, there should be a new merc animation (the Katana with the knife animation looks pretty pathetic). But I might add in an axe.


Friendy Fire
A suggestion for a merge : grenade + glass jar = "grenade in a jar ".
Possible uses : boobytrap for a door or projectile for a new launcher, a sling (actually used in the spanish civil war to throw grenades at long distances).


Don't think the booby trap thing for doors would work. I like the idea, but I think that's not possible at the moment (guess you'll have to stick with land mines to boobytrap doors or use the remote detonated traps, like the new grenade mines, I think I will add more of them... first testings with the smoke mine have shown that they are quite useful)

Mauser
hey smeagol, it

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232141] Sun, 30 August 2009 15:33 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Or a combat shovel


Does that come with a William H. Macy portrait?

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232186] Mon, 31 August 2009 03:38 Go to previous messageGo to next message
Kindred is currently offline Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
Headrock
Quote:
Or a combat shovel


Does that come with a William H. Macy portrait?


Awesome. Obscure comic book movie references!

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232187] Mon, 31 August 2009 03:47 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Kindred
Headrock
Quote:
Or a combat shovel


Does that come with a William H. Macy portrait?


Awesome. Obscure comic book movie references!


I was so puzzled by this, I actually had to make a web search to find out what that was about...


On another note:
I know, this has been answered before, I just can't find it (neither with forum search, nor with manual browsing through various threads):
The WF map north of San Mona Mine (must be C4 or D4 or something around that), crashes when you visit the second time because of some files missing. I think I remember, that Starwalker knew how to fix it, it had something to do with a temporary file. But I can't quite get the details right... So, anyone out there who knows?


Edit: added screenshot

http://img207.imageshack.us/img207/74/errormessagek.png

Translation of the error message:
Error! Missing or corrupted game file. Game will shut down now.


It's not like the sector is really important... it's just simply annoying.

The error happens in C4 and E4. I try to locate some more sectors that have this error. My guess is that it has something to do with the kingpin civilians that hang out in those sectors... okay, B6 and B7 are also on that list. Interesting enough, though, B5 is not...

Those 4 sectors (B6, B7, C4 and E4) are the kingpin drug farms around San Mona.
They all work fine, when you visit the sectors for the first time. The second vist after some time will cause the crash.

[Updated on: Mon, 31 August 2009 04:04] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232189] Mon, 31 August 2009 04:35 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
I had the same error in the port south of Palmas, crash on the second visit, with the same message.
Also crashes with the jeep, once boarding it and another time when trying to dismiss it.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232191] Mon, 31 August 2009 05:32 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
i came across a curious bug, the "phantom soldiers spawn" as i call it.

in central SAM, whenever i change from strategic into tactical, suddenly the green guys appear everywhere and get massacred by my militias.

i cannot recall having seen the green enemys whilst assaulting central SAM, but after that they spawn over and over again.

anyone else encountered this bug with the latest mod files and HAM 3.5?

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232201] Mon, 31 August 2009 11:06 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
smeagol
Edit:
I changed the SCAR WP.

The CQB version now has the stats of the sniper variant, the sniper variant is a conversion to 7.62x54R. Just need to update the pic, but that's what I will do now.

The SCAR-Sniper in 7.62x39mm has the longest barrel for that caliber, that's why it has the range it has in basic 1.13. And like somebody else already wrote, you are not supposed to get much more range out of a round that has been /designed/ for a maximum of 300m. It's just called a 'Sniper' because it is the longest-barrel-variant.

Changing the /caliber/ within one family-branch of the SCAR does not make much sense, the SCARs have been made for easy change of version, but for a caliber change you'd need to carry a whole conversion kit in addition to your SCAR, not just a replacement barrel.

And giving the former Sniper-values to the CQB-version does not make sense at all, because the CQB's barrel is much too short for the range the Sniper-version has...

So this seems to be a very stupid change to me Sad

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232220] Mon, 31 August 2009 15:16 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Starwalker

The SCAR-Sniper in 7.62x39mm has the longest barrel for that caliber, that's why it has the range it has in basic 1.13. And like somebody else already wrote, you are not supposed to get much more range out of a round that has been /designed/ for a maximum of 300m. It's just called a 'Sniper' because it is the longest-barrel-variant.


Yes, I can take that side of the argument. However, the CQB version of the SCAR WP was quite underpowered.
At the moment 7.62x39 guns in game have a range between 245 (AKMSU) and 420 (RPK). The SCAR WP CQB is set to 360 at the moment (for further comparison, the KAC-47 has 305, the AKM has 330 and the AEK-973 has 345).

I think I will cut down the SCAR range to 330 then. And on the contrary, the 7.62x39 SV as it was, didn't make too much sense, considering the 7.62x39 round has such a limited range (It seems that FN hasn't even released their WP conversion kits. If you try a google search for SCAR WP conversion kit, the second result is a link to the bears pit, I think that should tell enough ^^ And on the FN site, the SCAR is only shown in 5.56 and 7.62x51 versions).


Starwalker
Changing the /caliber/ within one family-branch of the SCAR does not make much sense, the SCARs have been made for easy change of version, but for a caliber change you'd need to carry a whole conversion kit in addition to your SCAR, not just a replacement barrel.


That's a simply change, I just need to get rid of the WP Barrels. And change the merges to Conversion Kit merges.

Starwalker
So this seems to be a very stupid change to me Sad


No reason to be sad about that, I'm someone who listens. Wink


@Starwalker, did I remember correctly, that you know how to fix the error mentioned above?


Edit: okay, I decided to change the SCAR WP back to a CQC and a regular long barreled version. I think I will add the 7.62x54R SCAR as an additional item (possibly with the conversion kit only available through Tony).

[Updated on: Mon, 31 August 2009 19:04] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232222] Mon, 31 August 2009 15:33 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Mauser
i came across a curious bug, the "phantom soldiers spawn" as i call it.

in central SAM, whenever i change from strategic into tactical, suddenly the green guys appear everywhere and get massacred by my militias.

i cannot recall having seen the green enemys whilst assaulting central SAM, but after that they spawn over and over again.

anyone else encountered this bug with the latest mod files and HAM 3.5?



Ugh... that's ugly. But nothing I can change without taking the green guys out of the maps. Did you update after you have taken the central SAM? The green guys there come with the last update.



Edit:
Added the SCAR WP Sniper and the conversion kit.

At the moment I'm doing a big cosmetical change to item names. I was quite fed up with playing hide&seek when looking for a specific LBE item. Therefore I decided to sort them with prefixes. So for example instead of Russian 106 vest you'll now find the item listed as Vest - Russian 106. This might seem like a minor change, but I think it will add some play value in reducing time you need to find a specific item.
At the moment, I've only done the changes for the English version, but I'll continue doing the changes to the German version, as well. Currently used prefixes for LBE items:

- backpack
- belt
- combat pack
- leg rig
- mod. pouch (single pouches from the modular pouch set)
- mod. rig (combined leg rigs from mod. pouches)
- vest

I think I will do the same for weapon attachments, though changing the names on the LBE items alone was quite some boring and long work...

It's simply annoying, that the items in the sector inventory are all messed up (well, technically they aren't, I know... but it's still quite a nuissance, that the items especially of the misc. category are all spread around in alphabetical order...). The name changes might look a bit odd in some cases (like "Vest - LBE Gear" for example), but it helps in sorting the stuff, and that's what counts in my opinion.

[Updated on: Mon, 31 August 2009 18:32] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232233] Mon, 31 August 2009 20:01 Go to previous messageGo to previous message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
New game , moseyed along to La Chitzena , took it , trained militia , 7 mercs inc. Ira ,day 10 ran out of cash , mercs deserted , D's troops attacked in waves of 13 or so , Imp dead . Start again . Boll***s

Sad

Tisn't easy all you woosies , that're playing Standard JA2...... Very Happy

It's a mans life in Smeagols 1.13 mod :smilingsoldier:

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Captain

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