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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231866]
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Thu, 27 August 2009 19:00
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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: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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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231885]
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Thu, 27 August 2009 22:09
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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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..." ).
Edit:
Currently adding the suppressor for cal .338 sniper rifles.
[Updated on: Thu, 27 August 2009 23:53] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231957]
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Fri, 28 August 2009 18:52
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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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.
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 Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232140]
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Sun, 30 August 2009 15:32
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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orkoOr a combat shovel
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...
LockieLittle 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 FireA 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)
Mauserhey smeagol, it
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232187]
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Mon, 31 August 2009 03:47
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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KindredHeadrockQuote: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
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 Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232201]
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Mon, 31 August 2009 11:06
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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smeagolEdit:
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
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232220]
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Mon, 31 August 2009 15:16
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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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).
StarwalkerChanging 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.
StarwalkerSo this seems to be a very stupid change to me
No reason to be sad about that, I'm someone who listens.
@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 Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232222]
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Mon, 31 August 2009 15:33
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Mauseri 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 Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232233]
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Mon, 31 August 2009 20:01
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lockie |
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Messages:3721
Registered:February 2006 Location: Scotland |
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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
Tisn't easy all you woosies , that're playing Standard JA2......
It's a mans life in Smeagols 1.13 mod :smilingsoldier:
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