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IoV 920 beta 1.1 for New Attachment System[message #245384] Fri, 26 February 2010 09:27 Go to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Quote:
920 beta-1.1 is out. this is still a test for IoV-NAS compatibility. You will still experience A LOT OF attachment compatibility issues.


before you download: do not attempt to use xml editor to modify, use notepad; 920 save file will be compatible with other 920 versions. no need to start over.

and use the vfs_config.iov.ini in the zip file.

[color:#FF0000]Download:[/color]

IoV 920 beta-1 :http://content.wuala.com/contents/kenkenkenken/ja2_113/ja2_1.13_mod_iov_920_beta1.7z?dl=1

Beta 1.1 (override \data\tabledata) http://www.esnips.com/web/gwja

[color:#FF0000]Installation: [/color](thank DoGod for writing this up)

For anyone interested, here are some install instructions based on my own experience with this mod. These Instructions are for the standalone version.

1.) Extract to your JA2 installation.
2a.) Fire up the INI editor.
2b.) Set the VFS to "VFS_Config.IoV_Full". This assumes you either have no desire or ability to fill in a VFS ini(like me). If you do "VFS_Config.IoV" is there for those who wish or need to customized their VFS file.
2c.) Set the executable to "ja2_3702_iov920_beta1_en", make sure it ends in EN(Unless you want Chinese, then use the one ending with CN).
2d.) Save.
3.) Launch JA2.

Notes: You should probably be running the most current version of 1.13 you can get, either Tais' SCI or via SVN. If you have no interest in or need for the Chinese exe, delete it to avoid confusion.





[color:#FF0000]Older version[/color]

919 Full SVN:

Quote:
http://cos-mod.googlecode.com/svn/trunk/COS-MOD


919.7z Download Full: http://content.wuala.com/contents/kenkenkenken/ja2_113/vfs_IoV_919_Final.7z?dl=1

Included HAM 3.6 setting package.


Requires SVN1225 or later (from what i can understand the exe is based on 3561)


*OLD*915 Full

Download from MediaFire: IoV 915

****************************************************************************************




What's new in 919 final:

Enemy gun jam. There's a chance for enemy's weapon to jam. however this is based on a formula different from the player's and which is a simply a random chance. Enemy also curses when the gun jams.

Weapon malfunction rate indicator. A tooltip displays a weapon's approximated malfunction rate in tactical and BR interface; the more "+" signs on a weapon, the more chances it will jam and vice versa; BR displays malfunction rate when the weapon is at 100%, while under tactical interface, the tool tip displays a dynamic malfunction rate, which had put weapon's condition into consideration.

A few things that were in 919 but not mentioned:

-LBE gear that are capable of carrying ceramic plates:

-RRV can only carry a single piece instead of a pair.

-MBSS
-Eagle RRV
-HSGI WASATCH
-HSGI WEESATCH
-CIRAS
-RAV 556
-RAV 762



Those two are LBE gear and Body armor in the same time. Armor inserts are default attachment.

-Safariland SWAT Assault Vest
-RFVC1 Flak Vest

Some new ammunitions: .44 MAG VBR armor piercing rounds(thank wolf00 for that idea), 7.62 NATO duplex, .410 bore tri-ball and so on.




Changes in 919



INCLUDED the updated STOMP 1.12. Since STOMP is so popular and it also has the option to turn off the new traits, a standalone exe is no longer neccessary - Coder, Ken*4

Loading other mod's ja2_options.ini might result in some error msg at loading screen (non-CTD type). using our .ini is recommended, all HAM 3.6 settings are enabled.

New functions:
1. new malfunction setting *experimental* - controlled by "MalfunctionRate" values in weapons.xml and IoV_Settings.ini; lower overall jam rate by decreasing the divisor in iov_settings.ini.

new malfunction rate is based on each weapon's MalfunctionRate value and current condition %; rain may cause weapons to jam more; even at 100%, each time a round is being fired, there is a chance for it to jam or malfunction---if the shooter has really bad karma that is. in a nutshell, a 50% AK will jam less than a 75% AR.
Quote:

Ken*4:

int jamChance = ( ( malfunctionRate * condition ) / malfunctionRateDivisor ) - gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * gbCurrentRainIntensity;

just for example:

if
malfunctionrate = 10
condition = 100
divisor = 100
RainIntensity = not raining = 0

chance to malfunction = (10

[Updated on: Fri, 01 October 2010 23:29] by Moderator

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245385] Fri, 26 February 2010 09:36 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Our To-Do list:

*tweaking effective range and accuracy value.

*Eliminate the last few typos and engrish... - life long campaign, need more edumacation.

*Add appropriate coolness value to more items

-----------------------------

Bugs found so far:

Typo & Engrish: Fixed Buschman IDW (Bushman IDW) & Walther MPL

Tony won't accept 9x19mm Tracer 13rd, pistol match sight and many others.

Dollar stores bartenders and tony selling accessories for $1

inappropriate attachment combinations

one handed SPAS-12

Fixed Walther MPL has 18xx shots per 5 (18.xx)

Fixed Ammo Nada - done

Fixed APstoReload values on various shotguns.




[Updated on: Wed, 31 March 2010 01:48] by Moderator

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245390] Fri, 26 February 2010 10:08 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
well that

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First Sergeant
Re: DBB's Instruments of Violence mod 914[message #245391] Fri, 26 February 2010 10:09 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Please some new place with download.

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Master Sergeant
Re: DBB's Instruments of Violence mod 914[message #245394] Fri, 26 February 2010 11:02 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Mauser
well that

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245395] Fri, 26 February 2010 11:03 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
what do you recommend?

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245399] Fri, 26 February 2010 11:57 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
mediafire is very good for uploading stuff, but why not add download to your google code page? It should have a downloads page there.

Btw, is there still inbalanced accuracy bonuses applied to weapons? Like the one viper gun having +9 accuracy even though the range is only ~200.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245417] Fri, 26 February 2010 14:17 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
accuracy and range arent all that relative within the guns recommended range..for example..a well built and designed PDW with range around 200 meters firing say 5.56..up to the range..could in fact be extremely accurate..hence the 9..balanced and well handled..on the other hand..getcha for instance a durable yet basically slapped together gun like older gen AK's and they are basically spray and prays..they are about as accurate as G.W Bush's S.A.T scores(he failed university multiple times before squeaking by with a c-equivalent average) Razz

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First Sergeant

Re: DBB's Instruments of Violence mod 914[message #245424] Fri, 26 February 2010 15:33 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
Cool to know. Is there any way on converting any real live statistics to accuracy? For example the HK DMR rifle sucks against the FN SCAR DMR/SNIPER rifle... (not sure if its still the case). I thought they should behave similar for performance since they fill the same role, the FN SCAR still having the edge since its more modular and therefore can use eastern ammo.

And what about the cost? Those spray and pray guns are way too costly compared to similar guns who have a higher accuracy. (i hope i remember that correctly). like i want a +4 accuracy ak to be 600$ cheap while the +7 ak should be +3000$.

And to compensate for the powerful and cheap rifles vs smgs, just let the cost and availability of the ammo be a deciding factor here.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245426] Fri, 26 February 2010 16:18 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Cost is almost irrelevant. If you are making it relevant then no probs but I can tell you when I play money usually isn't a problem 2 mines in. Seeing as that can be done with Chitzena and Drassen that makes the more costly stuff normal. Maybe some other way to keep them less than common. Personally I think BR's should have a randomiser on availability like Tony, just having a larger in stock range Smile

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Lieutenant

Re: DBB's Instruments of Violence mod 914[message #245429] Fri, 26 February 2010 16:50 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Maybe
Quote:
mediafire is very good for uploading stuff

Smile

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Master Sergeant
Re: DBB's Instruments of Violence mod 914[message #245431] Fri, 26 February 2010 17:21 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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HLTV
Mauser
well that

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First Sergeant
Re: DBB's Instruments of Violence mod 914[message #245445] Fri, 26 February 2010 20:15 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
So I'm researching abit about guns, wiki and blogs have everything.. so here are some info of what each attribute of a gun should include:

Range
* the ammo used is a deciding factor, calibre is firstly important then the type (MATCH/FMJ/HP). (List)
* the longer the barrel, the better the ammo can use the propellent to accelerate, having a higher speed and thus flying further. (Wiki Barrel)

Accuracy
* asymmetry at muzzle is tried to be avoided for better accuracy (sniper rifles have that, e.g. dragunov)
* free floating barrels help avoiding outside pressure (lots of rifles have that..)
* how the barrel is forged make the bullet come out more consistently (sniper have special forged barrels, like the MGs)
* ammo type used (some ammo just flies differently, buckshot vs slugshot)
* most accuracy however is dependent on the shooter NOT THE GUN!!!!!!!!

Damage
* Speed ... depending on barrel length
* Ammo Calibre, how big is it
* Ammo Type, AP, HP, etc

Burst Reduction
* Weight
* Balance / Barrel Length
* Ammo Calibre & Type

Reliability
* long barrels heat less and should be more reliable

Noise
* longer barrels hide the muzzle flash better

This looks more or less like COSMOD, no? Execpt of course some of the balancing of the weapons in between. And similar rifles just with different barrel lengths should have the same accuracy (like M4 and M16) but still different ranges, and a bit different damage.

The problem I see is that accuracy is so strangly used in the game... its some how an aim modifier working on every aim click you do. However the accuracy of a rifle doesn't get better the longer you aim at something... its YOUR aim that gets better. Did someone try to redo this part of the game?

Secondly, damage is actually soley dependent on the ammo used and with what force/speed it goes into the target. the rifle only defines the barrel length and therefore the speed of the round and of course the base calibre.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245448] Fri, 26 February 2010 21:31 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
We go deeper than that. for example the Viper M16s you mentioned above, they uses stainless steel bull barrels as i remember, they're short but well made so they could achieve sub-moa accuracy in 100 yard. that is of course not very common among short barreled rifles (SBR), but since their barrels are so short, the projectile tend to destablize sooner thus reducing effective range.

reliability issue: way more than just the length of barrel. design and quality control of manufacturer is very important, besides proper usage and maintenance. for example a classic government issue 5" 1911, some philipine assembled crap is no compare to a high end Kimber I-serie.

noise and muzzle flash: muzzle device also plays a big part in this. vented muzzle, flash supressor, etc.

to summarize, we judge them base on their real life performance and reputations (but not rumors like AKs never jam), and slightly balance them for gameplay; those elusive ones are based on speculations.

Aim: i aggree with you on this. prolonged aiming should receive a diminishing return, meaning the first 4 aim click gets..let's say 10% bonus each, the last 4 should go 8, 6, 4, 2 or something like that. but that's not something a XML based mod can do, regretably.

[Updated on: Sat, 27 February 2010 00:37] by Moderator

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245469] Sat, 27 February 2010 00:56 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Mauser:

it will not work along with other item mod, since they're all XML based;

this mod works fine with sandro's STOMP and HAM, but STOMP alters imp starting gear so you may get some wierd gun in the beginning, but that can be fixed with modifying impitemchoices.xml

since DBB added quadjillion ton of automatics, rifles, snipers, shotguns, one-handers and heavy weapons, it makes STOMP's gameplay much more diversed and allows each class to fulfil their role.

and for the repeated machinegun question, i wish i could tell you. my guess is the high effective range.

this is debateble but the way we see it, machineguns often can't compare to precision rifle on maintaining accuracy over distance but MG's effective range is often referred to effectiveness of short and long bursts over distance instead of single shot. that's why LMGs can be deadly at over 400 yards while assault rifles are not.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245477] Sat, 27 February 2010 01:58 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
uploaded the files to mediafire, the address is in the mainpost

but just in case

http://www.mediafire.com/file/yztmihzm5yr/IOV.rar

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245493] Sat, 27 February 2010 10:01 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Thanks Smile

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Master Sergeant
Re: DBB's Instruments of Violence mod 914[message #245498] Sat, 27 February 2010 14:51 Go to previous messageGo to next message
Gale_Wolf is currently offline Gale_Wolf

 
Messages:10
Registered:January 2010
I have a question. How do you install this mod with mods with custom data folders (Data-RR for Renegade Republik and IIRC Data-Wildfire for Wildfire, ((I don't remember since I use goc_man's sci's)) )

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Private
Re: DBB's Instruments of Violence mod 914[message #245500] Sat, 27 February 2010 15:58 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Hi ER5013, the DBB mod overwrites the Items.xml and Weapons.xml files (and many others to the best of my knowledge). What this means that DBB will replace items and guns of other mods which might result in a different game experience, for example in WildFire the weapons have been balanced for the WildFire experience.

Other than that it is probably just a copy and paste into the active game directory, maybe other people can tell you more about how it works with the new file system management feature?

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Sergeant Major

Re: DBB's Instruments of Violence mod 914[message #245503] Sat, 27 February 2010 16:09 Go to previous messageGo to next message
Gale_Wolf is currently offline Gale_Wolf

 
Messages:10
Registered:January 2010
Hmm thanks. I'll install a new game with HAM3.6 and then put it into my RR game.

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Private
Re: DBB's Instruments of Violence mod 914[message #245511] Sat, 27 February 2010 19:40 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Now, I tried only JA2 1.13 SVN 1210 + DBBIOV 914. On the other did not try.

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Master Sergeant
Re: DBB's Instruments of Violence mod 914[message #245513] Sat, 27 February 2010 20:07 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
damnit, my fault. forgot to mention starting a new game is not required

after either copy/paste or load the mod with VFS just wait for a day to pass in the game and BR/npcs should load the new stock.

i'm not aware of how unpopular DBB series are outside china... plus i'm not very experienced with this.

anyhow, that's added to the instruction.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245515] Sat, 27 February 2010 20:31 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
DBB series is very popular outside china..except for the previously mentioned buggaboos in various past threads and posts
the main issues are and have always been
1:weapons coming loaded with nada because ammo type wasnt set to standard
2:the silly things enemy drops such as anime backpacks and spanish conquistador helmets
3:horrid ammo ramping up and matching of type to gun availability
4:some weapons look like dboy just slapped values on them haphazardly
5:i'd say engrish..but that never bugs me..is kinda funny actually
6:somewhat haphazard assigning of coolness to some weapons that is useless as said weapon is too early and enemy wipes you out easy compared to what you get..or weapon coolness too high and said weapon would NEVER be bought that far into the game..EX:small caliber smgs,pistols and short range weapons that have no value over longer range ones other than they new to mod or are just prettier pictures

thats bout all from me..i myself fix all the xmls for my own game..but i believe those are some of the complaints others may have

[Updated on: Sat, 27 February 2010 20:34] by Moderator

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First Sergeant

Re: DBB's Instruments of Violence mod 914[message #245516] Sat, 27 February 2010 20:48 Go to previous messageGo to next message
Gale_Wolf is currently offline Gale_Wolf

 
Messages:10
Registered:January 2010
Well everything works on my end. Now If only I knew the quality of all the weapons so I can change the enemygunchoice.xml accordingly. (FAL at Progress 0%? Unless the FAL was nerfed in DBB)

Also @tbird has that been fixed in 914? IF not point me to which xml's i must change. Specifically for points 1 and 3

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Private
Re: DBB's Instruments of Violence mod 914[message #245517] Sat, 27 February 2010 20:50 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
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said past threads and posts..those were always my bugaboos bout bdd-mod

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First Sergeant

Re: DBB's Instruments of Violence mod 914[message #245518] Sat, 27 February 2010 20:53 Go to previous messageGo to next message
Gale_Wolf is currently offline Gale_Wolf

 
Messages:10
Registered:January 2010
I know. I'm just asking if those were fixed. If not tell where to edit them to "fix" those problems. I think so far the only "problem" I've seen was the inconsistent quality of enemy gun choices. Such as the FAL being given to enemies at the start.

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Private
Re: DBB's Instruments of Violence mod 914[message #245523] Sat, 27 February 2010 21:32 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
ya..the fal is way too early..no 7.62x51 weapon should be available until at least 2 cities are taken imho...heck..i've gotten the M24 taking omerta on expert mode with drop all =OFF..i usually delete it immediate as a long range marksman bolt action rifle with a 10x scope right off takes the challenge away immediate..heck..the numerous AK's falling all over the place in the early game and abundance of ammo dropped is kinda bothersome to me also..my machinegunner with one of those taking first drassen sector just mows down anything that comes..too easy

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First Sergeant

Re: DBB's Instruments of Violence mod 914[message #245526] Sat, 27 February 2010 22:17 Go to previous messageGo to next message
TheShodan

 
Messages:23
Registered:May 2007
Oh man, already stickied. I was like "where the hell did it go to" when i was looking for the thread.

Anyways I don't know if anyone else is having this issue but I think my crawling sound is corrupted, when i tell my guys to move while prone the game freezes up for a minute and then proceeds to rape my ears on resuming with a very faint but annoying high pitched sound. Anyone mind uploading me their's real quick? You can just email me it, PM me first if you are willing to lend a helping hand. I don't know if this has to do with the mod and if the mod itself uses crawling sound files from data-1.13 .

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Private 1st Class
Re: DBB's Instruments of Violence mod 914[message #245529] Sat, 27 February 2010 22:36 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
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no sound issues for me..check your sound settings

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First Sergeant

Re: DBB's Instruments of Violence mod 914[message #245536] Sun, 28 February 2010 00:59 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
that can't be caused by this xml based mod.

---------------------------------------------------

tbird:

those problems are what we had planned to fix/fixed; before DBB911 i took a few days to correct the engrish problem (my head was splitting after writting some 1000 lines). i did my best writing the description til my ideas are dry... never wanna do that again.
914 shouldn't have that much of engrish anymore, give it a try.

i haven't see the spanish helmet in a while, think that's fixed, ultraman schoolbag however still pops up every once in a while. it is pretty stupid, but this is arulco, their military are but a bunch of yahoos, they're mean to use whacky crap like this. but we shall fix that anyway.

ammo nada, coolness value and everything else listed above is noted.

you could expect some changes in the next patch.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245537] Sun, 28 February 2010 01:21 Go to previous messageGo to next message
Gale_Wolf is currently offline Gale_Wolf

 
Messages:10
Registered:January 2010
Will the next patch change enemy gun choices to get better as progress goes on. (Enemies start with crap weapons and get better as game goes on) I don't want enemies to start with FAL's.

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Private
Re: DBB's Instruments of Violence mod 914[message #245538] Sun, 28 February 2010 01:29 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
the problem with getting "good" guns too early;

on the other side of this planet it's a whole different story, the chinese players care little about when do you get what gun. they (me too)prefer insane, drop-all & all items on BR as soon as you take drassen airport.

most of them dont believe in going into this war zone butt ass naked, a few mercs armed with some 9mm trying to take over the country in a month.

the FAL is much more balanced in dbb mod, it's heavy, bulky and it sprays bullets everywhere in ful auto, can hardly call that a good gun by today's standards, and that's how it is in the game.

the AKs, they should be in the hands of two bit country's combatant, so it is in this mod. the 7.62x39mm caliber is nerfed to what it supposed to be, so the early game AKs you get from the enemy is hardly any threat.

m24: the one in this mod is one of the most basic sniper rifle. without putting on the upgrade kit or other accessories, it could take more than two turns to kill one enemy with it, loading that thing in combat is a bitch too.

by DBB mod's standard, well equipped means SCAR-H, AS50, auto grenade launcher and mortar with thermobaric shell.


but i see your point. i think what we can try to set some new standards. we can give the enemy handgun, pump-action shotguns, rusty ass semi-rifles and half a century old SMGs in the beginning.

[Updated on: Sun, 28 February 2010 01:36] by Moderator

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245539] Sun, 28 February 2010 01:49 Go to previous messageGo to next message
Gale_Wolf is currently offline Gale_Wolf

 
Messages:10
Registered:January 2010
I see. One last question on enemy gun choices. Is the Stg.44 really that good to be put under 100% progress?

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Private
Re: DBB's Instruments of Violence mod 914[message #245540] Sun, 28 February 2010 01:56 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
not likely, but some weapons are not IN the normal drop table it was done on purpose, like most WWII guns can only be bought from local merchants (we converted the bartenders into antique & sci-fi gun merchants)

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245542] Sun, 28 February 2010 02:27 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
HLTV
prefer insane, drop-all & all items on BR as soon as you take drassen airport.

Me too.

HLTV
m24: the one in this mod is one of the most basic sniper rifle.

Agreed, the sniper rifle isnt very good. Though thanks to STOMP you have a dedicated sniper class.

HLTV
by DBB mod's standard, well equipped means SCAR-H

Thats what I find not so good, some weapons are better for no reason.. most weapons of the same class should have the same stats only differing in attachement/accessories/build in stuff. Why is the HK416 DMR rifle worse than the cheap M16 (should be other way around..)? In real life stats the SCAR-L SV 18" is worse than the HK416 20" yet the ingame stats are reversed again. There is still this balancing that is somehow done wrong for western weapons where some guns are given uber stats (mainly the vipers, colts+combined, scars, a sig or two, ). The eastern look much better, even though some of the modern eastern guns still perform as bad as their older counterparts like AK-74 vs AK-74M (not sure if thats ok in real life, but just doesnt sound very realistic that those producers still make crap). And lets not compare western to eastern ... how come a dedicated sniper rifle SVU-A has the same worse accuracy as an AUG (btw why is an AUG only 5 accuracy and like the SCAR assault rifles gets 8???).

It is a mess, someone needs to redo all accuarcy stats for all AR guns and then redo all ranges based on barrel lengths.

Now I don't care as much as it might seem from this post, I like having more guns than having them balanced.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245546] Sun, 28 February 2010 04:18 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
i dare to say most accuracy values are justified based on real world facts

if you're familiar with firearms you should know SCAR is the latest design with all the high tech shit and manufacture technique, according to FNH and Crane, SCAR is able to maintains sub moa accuracy at 300 yard.

now on the other hand, SVD and SVU are hardly sniper rifles by today's standard, their precision is not on the same level with SCAR. Normally they shoot 2 moa, with match grade (7N14) they could barely go 1 1/4 moa, and that's if the gun is russian made, not some friday 3pm job, in good condition and well tuned;

the M16 VIPERs are specially designed SBRs, to max out the performance of eugene stoner's design in close quarters. gotta pay a good deal of money for that, so of course they have uber stats.

but i have to admit some of these stuff is a little rough around the edge, but "it is a mess" is hardly what i had in mind.

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Sergeant 1st Class
Re: DBB's Instruments of Violence mod 914[message #245549] Sun, 28 February 2010 10:33 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3725
Registered:February 2006
Location: Scotland
And , it's structured to Chinese tastes as HLTV says , so stop complaining it doesn't suit your tastes , go with Tbird's loadout/version of DBB mod for a more westernised weapons mod .

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Captain

Re: DBB's Instruments of Violence mod 914[message #245550] Sun, 28 February 2010 12:02 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
my tbird mod of dbb-mod is old and pedantic now..its out of date..based on 909..5 gens back..i havent updated ..i may..but a delivery date isnt available

having play with 914 for the day..heres the stillr emaining issues
1:nada ammo..best fix..make all ammo types as standard..due to the wild selection of weaponry in dboys lil treasure..you'll have to to insure all dropped weapons are loaded proper
2:forgot to mention this one..hamous and vince crash the game when you try to recruit them..i've found and fixed the issue...have dboy open the editor and mercstartinggear and he'll see under the vest for each is a blank with a quality value..my fix was to give each a 5.11 vest..or to remove the quality value..thus stopping the crash
3:the M24 is a one had shot killing machine per turn..i use my dbb with stomp..so one of my imps is a sniper..he can get off a one shot kill per turn with a reload..thus making the M24 quite uber that early..the stomp settings for sniper give aim click and reload bonuses etc..so any drawbacks the M24 possesses are nullified...my sniper imp has NEVER missed a headshot with an M24 and is 85% one shot kill

P.S:you eastern players might like to have it all right now and totally overwhelm the enmy from the start..but wheres the fun in that?..takes planing thought etc out of the equation and basically makes it shooting fish inna barrel...lot of us westerners..specially us over 30-40 types..like it to progress at rate that can challenge us..thus staying tru to the stategy concept of the game..which is why i alter stuff so much in my modded version of dbb..the version of dbb i play on my computer is ALOT harder and results often in my guys being shot up and on occasion killed Very Happy

oooops..one more edit..the 3X sight for reddot..give it mroe tunnel vision penalty..when my imp has it..he see's 360 degrees..LOL...NO non-sci-fi scope is that good Razz

[Updated on: Sun, 28 February 2010 12:22] by Moderator

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First Sergeant

Re: DBB's Instruments of Violence mod 914[message #245557] Sun, 28 February 2010 13:25 Go to previous messageGo to next message
Andris is currently offline Andris

 
Messages:80
Registered:October 2006
Location: Budapest, Hungary
I have not yet tried this version, Im bogged down playing with Tbirds fixed versions.

If I remember correctly, the vanilla game starts you off with a bunch of old mercs with a loadout you can buy in the local gun shop, and the only way the game stays hard and fun, is to find a balance between salvage, marketing, people skills, getting mines etc. Every time a enemy drops a gun, its like Christmas:)

1.13 didnt alter that in any way, it just expanded it in a good way, with all the options and setting it gives the player

DBB(IOV) is like a gift horse. Its free, it has good features, but it doesnt fit to the original (Western) atmosphere of JA2. The only way its fun for me is if someone nice like Tbird tweaks the xml's but even then I still have to limit myself, the way Tbird said by deleting weapons that kill the game balance in Drassen after the big counter attack.

Without xml fixes and "westernisation" its just a nice picture pack for me:(Sad

I recently bacame a huge fan of Soviet and post Soviet weaponry, and I found the attachements and the possibility to mound them to be very inaccurate in the previous versions. I see no reason at all to limit modern AK's to Soviet attachments only, because all western external addons can be mounted with rail adapters, duct tape, tube clamps etc.

Instead of having plus 1000 weapons, I would live to have plus 200 with their real life attachments accurately implemented.

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Corporal 1st Class
Re: DBB's Instruments of Violence mod 914[message #245560] Sun, 28 February 2010 14:02 Go to previous messageGo to previous message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
ER5013
Hmm thanks. I'll install a new game with HAM3.6 and then put it into my RR game.


i don't think that would work very well :bandit:

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Sergeant Major
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