.kju 3245 Posted August 26, 2005 Thanks a bomb cornhelium ! so just one last request - please add your excellent and extensive description to the first post ! Share this post Link to post Share on other sites
Guest Posted August 26, 2005 Excellent work. Standardization rules. That's exactly what I think! Great work! I love the sounds. The recoil is very good! Far better than the JAM2 version. One question concerning the recoil though: Is there a way to disable the automatic reaiming after each shot, so the gun points up to where the recoil has pushed it and one has to reaim manually? That would add some realism in my opinion. Share this post Link to post Share on other sites
Thunderbird 0 Posted August 26, 2005 Great sounds , keep up the nice work , I'm sure a lot of addon makers will use this new pack Share this post Link to post Share on other sites
Heatseeker 0 Posted August 26, 2005 Its great but there are some things about the recoil that i personally dont like so much. I like it in single shot for the assault rifles, feels right. 3 round burst disperses a bit but i also like that . Full auto is not so good imo, especialy for the MG's, it makes the first few rounds spread alot and then it stabilises and becomes very, very acurate, shouldnt it work the other way around ? controled 5 round bursts should be the most acurate ones and the weapon should become harder to control if the user abuses it? This also gives an advantage to the MG's over AR's, i did better with a PKM at long distance than i did with an AK or M16. I also think this makes the a.i. machine gunners even more deadly, i was poping shots over the distance and the PKM's were killing me with extreme acuracy and speed (i havent tried HD so far). Right, everything else seems good and the sounds are excelent, it is the first M60 sound that i really like in OFP. I apretiate the many months of hard work you have put in this addon and the overall polish and quality of it, just had to post about the recoil, hope your not mad or something . Thanks to all people involved in this nice initiative, from version 1 to this one . Share this post Link to post Share on other sites
pazuzu 21 Posted August 26, 2005 I cant seem to get the "New Mounted Machinegun magazines, with HD versions. Ready to be used on vehicles" to work. Does this add jam3 mags to vehicles like the standard Jeep with machinegun? And with the jam sounds? I used the addmagazine and addweapon commands and got nothing. Great upgrade to this addon. I like it alot. Thanks. Share this post Link to post Share on other sites
cornhelium 0 Posted August 26, 2005 Hi Pazuzu, Quote[/b] ]I cant seem to get the "New Mounted Machinegun magazines, with HD versions. Ready to be used on vehicles" to work. Does this add jam3 mags to vehicles like the standard Jeep with machinegun? And with the jam sounds? I used the addmagazine and addweapon commands and got nothing. It doesn't really work like that. The addon itself needs to be configured to use the magazines, so you'd need to open up the config.cpp of the addon you want to use a mounted mag and edit the section for the weapon. PM me if you want some more advice on how to do it. This is something that PUKF originally requested for mounted FN-MAG on their vehicles, so they might turn up on an update of their great Landrovers During development I tested them by editing the config of the BAS technicals, where they worked great. Regarding the MachineGun recoils: we decided not to mess with them in this release, so they're exactly the same as in JAM2. BAS already did a lot of work on the MG recoils for JAM2, to get them usable by AI. Cheers, CH Ps. How are people enjoying the new fly and hit sounds? Anyone heard a sniper round fly past yet? Or a .45ACP? How about the pitter-patter of 9mm subsonic on your torso? Share this post Link to post Share on other sites
hazmatt 0 Posted August 26, 2005 what about addons using JAM 2 if i replace JAM2 with JAM 3 will the addons still work? Share this post Link to post Share on other sites
cornhelium 0 Posted August 26, 2005 Hi hazmatt, Quote[/b] ]what about addons using JAM 2 if i replace JAM2 with JAM 3 will the addons still work? Yes, absolutely. Cheers, CH Share this post Link to post Share on other sites
pazuzu 21 Posted August 26, 2005 Oh I see....the mounted mags are more for addon makers than mission makers... Damn, I was hoping to get better sounds for the MG, Jeep with MG and other guns... Thanks for replying. Share this post Link to post Share on other sites
cornhelium 0 Posted August 27, 2005 Edit: Double Post Share this post Link to post Share on other sites
cornhelium 0 Posted August 27, 2005 Hiya Pazuzu, Very roughly, here's the kind of structure you'd use in a unit's config.cpp. To configure a mounted PKM on a jeep type, equipped with JAM mounted mags: Quote[/b] ]class CfgWeapons{ class MEI_MyGun : MachineGun7_6 { scopeWeapon = public; scopeMagazine = public; modelOptics="MyOptics"; displayName = "My Gun"; displayNameMagazine="My Gun"; shortNameMagazine = "My Gun"; magazineReloadTime = 4; reloadMagazineSound[] = {"\JAM_Sounds\sounds\PKReload.wss",0.010316,0.9}; magazines[]={"JAM_E762M_Mounted_PK100mag","JAM_E762M_Mounted_PK100HDmag"}; }; Quote[/b] ]class CfgVehicles{ class MEI_MyVehicle: xxxxxxx { crew=xxxxxxxxxxxxx; side=x; nameSound="xxx"; displayName= "My Vehicle"; vehicleclass="Me - Vehicles"; model=xxxxxxxxxxxxxxx; picture=xxxxxxxxxx; driverAction="xxxxxxxxxxxxxxxxxxxx"; cargoAction[]={"xxxxxxxxxxxxxxx"}; gunnerAction="xxxxxxxxxxxxxxx"; maxSpeed=xx; armor = xx; dammageHalf[]={xxxxxxxxxxxxxxxxxxx}; dammageFull[]={xxxxxxxxxxxxxxxxxxx}; armorGlass=xxxxx; armorWheels=xxxxx; threat[]={xxxxx,xxxxx,xxxxx}; soundEngine[]={"xxxxxxxxxxxxxxx",0.746666,0.900000}; weapons[]={"MEI_MyGun"}; magazines[]={"JAM_E762M_Mounted_PK100mag", "JAM_E762M_Mounted_PK100mag", "JAM_E762M_Mounted_PK100mag", "JAM_E762M_Mounted_PK100mag", "JAM_E762M_Mounted_PK100mag", "JAM_E762M_Mounted_PK100mag", "JAM_E762M_Mounted_PK100mag", "JAM_E762M_Mounted_PK100mag"}; }; }; ...or if you wanted HD magazines, replace the magazines section with: Quote[/b] ]magazines[]={"JAM_E762M_Mounted_PK100HDmag", "JAM_E762M_Mounted_PK100HDmag", "JAM_E762M_Mounted_PK100HDmag", "JAM_E762M_Mounted_PK100HDmag", "JAM_E762M_Mounted_PK100HDmag", "JAM_E762M_Mounted_PK100HDmag", "JAM_E762M_Mounted_PK100HDmag", "JAM_E762M_Mounted_PK100HDmag"}; }; }; Hope that helps - cheers mate, CH Share this post Link to post Share on other sites
sanctuary 19 Posted August 27, 2005 Use [code ] tags and not tags when quoting part of config or scripts , usually made a very bad job with this forum, like in this case. Share this post Link to post Share on other sites
cornhelium 0 Posted August 27, 2005 Hi All, Is everyone OK getting hold of the soundpacks? Any more mirrors for these please would be much appreciated. Cheers, CH Share this post Link to post Share on other sites
Gollum1 0 Posted August 27, 2005 LOL I worked for 2 weeks on that sound mate. I'm looking forward to your HyperRealism soundpack for JAM I apologize if you took offense, I really like the sound pack in general, but I've heard FALs and G3s firing 7.62x51 in real life and I don't think the sound in the pack sounds anything like it, let alone like any rifle. I think this video describes the sound the best. Great pack. Share this post Link to post Share on other sites
cornhelium 0 Posted August 27, 2005 Quote[/b] ]I've heard FALs and G3s firing 7.62x51 in real life and I don't think the sound in the pack sounds anything like it, let alone like any rifle. Â So...why not use your expertise to make a replacement M14Fire.wss and share it with the community? That's the whole point of having the sounds in an external .pbo Cheers, CH Share this post Link to post Share on other sites
fl cool j 0 Posted August 27, 2005 At digitalgrenade.com you can get JAM2 compability files for the Marine Assault Pack. Are they they still in correct function? Share this post Link to post Share on other sites
cornhelium 0 Posted August 27, 2005 Hi FL Cool J, Quote[/b] ]At digitalgrenade.com you can get JAM2 compability files for the Marine Assault Pack. Are they they still in correct function? Yep, no problem mate Cheers, CH Share this post Link to post Share on other sites
fl cool j 0 Posted August 27, 2005 Thanks for the fast answer. Share this post Link to post Share on other sites
deanosbeano 0 Posted August 29, 2005 hello , just wanna eliminate a prob. since installing jam3 ,i had alot of out of memory ctd in ded server. anyone else had it ? 1.5 gig of mem and can understand. ty. Share this post Link to post Share on other sites
cornhelium 0 Posted August 30, 2005 Hi deanosbeano, Hm, strange. We did some testing on ded and didn't have any problems like this. Are you sure everyone is using JAM3? v3 does use a bit more memory than v2, due mainly to sounds (about another 13-16mb, depending on what soundpack you use). However, that shouldn't be enough to give you problems. The only thing I can think it might be is the JAM Ammocrates. There's a lot more ammo in the crates now - if you have a lot of them in the mission they might slow things down. Try using just one JAM W ammo and one JAM E ammo in the mission. Alternatively, the JAM trucks and APCs carry a smaller amount of ammo, so you could have a few of those sitting around empty Hope that sorts it - please give me a shout if you still get problems. Cheers mate, CH Share this post Link to post Share on other sites
TermiPete 0 Posted August 30, 2005 I reckon that deanosbeano's computer got jammed. Share this post Link to post Share on other sites
cornhelium 0 Posted August 31, 2005 Anyone else had any problems in MP? Or SP for that matter? Cheers, CH Ps. Any more mirrors for the soundpacks would be much appreciated...got any webspace going spare Avon? Share this post Link to post Share on other sites
mrn 0 Posted August 31, 2005 Hey CH. Just a quick note to say I've tried the Cinemania pack and it rocks. If someone is in doubt about which one to try for a different experience this one gets my thumbs up. Share this post Link to post Share on other sites
deanosbeano 0 Posted September 2, 2005 hi , to update my out of memory prob on ded server.it turned out by pure coincidence that on the same day i installed jam3.my memory ran out. got another 0.5 gig and all ok.lol. btw ,server use 1.3 gig of addons so i guess it pretty heavy on memmory lol ty for replies. DOH! Share this post Link to post Share on other sites
cornhelium 0 Posted September 2, 2005 Hehe cheers for confirming mate However, I think you've uncovered a genuine problem. The ammocrates are now so chock full that they really kill save/load times (Eg. In King Nothing's "Deal with the Dealer" mission (Tonal campaign) there are 24 JAM ammocrates and it takes 11 minutes to save or load  ) So, I'm gonna release a fix tomorrow: Quote[/b] ]JAM3 Fix. September 3rd 2005====================== * AmmoCrates were slowing saving/loading, due to all the new JAM3 ammo. Fixed - all new ammo is now in new crates. * Tracer should be optional strong/none for 50cal Sniper Rifles. Fixed. * 50cal sniper rifles should have more manageable recoil, based on RL reports. Fixed. * PG-7 (AA) had different inventory pic to PG-7 (ALL). The pics should show the same round. Fixed. There'll be a small file for those that already have JAM3 (2.85mb .rar) and also a full, fixed version of JAM3 (13.5mb .rar). I'd like to get some mirrors up and running before release, so please PM me if you can mirror the files.   Cheers mates, CH Share this post Link to post Share on other sites