cornhelium
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Everything posted by cornhelium
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Yeah, a "nature walk" in thick fir forest/pine plantation can be pretty barren and depressing. And it's easy to get lost   On the other hand, some types such as Caledonian pine forest can be very open with loads of heather, juniper and shrubs underneath, and are buzzing with life. Back OT the shots look beautiful - great work Berghoff! Cheers, CH
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Hi Marshall, Hm, very strange. 1. It might be that you have an old version of JAM_Magazines.pbo hanging around - maybe one in a mod folder and one in your main Addons folder? You should only have the JAM3 version, dated 9th September 2005, 9.26PM, size on disk 6.59mb. Check my sig for download. 2. When does the message appear, on OFP start or mission start? If mission start, what addons are in the mission? If OFP start, try removing your most recent addons 'til the error disappears. Let me know how you get on. Cheers mate, CH
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Hi Jackal, The new stuff is looking darkly delightful You could always hand over to JAM for those sounds, even for non-JAM mags. Since it's a required addon anyway, it's not like you'd be adding dependencies, plus you'd save some time and filespace. On the other hand, I know your sounds are already excellent, and quite different in character from those in JAM's standard Community-pack. Just a thought anyway. Cheers mate, CH
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That's good to know. Thanks mate.
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Hi Blackblood, Will your SCARs be compatible with the relevant JAM mags? Cheers mate, CH
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Great work Hoyt  The weapons look superb, and the Saiga, AN-94 and Bizon are great fun to use. If you make another update, one little suggestion: the Bizon could be zeroed to a closer range. Try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> distanceZoomMin=150; distanceZoomMax=150; ...that will zero it to around 125m, stopping the bullets hitting above the sights. Also...how about a Groza? Cheers mate, CH
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Looking seriously good Jackal. Did you get my PM last week mate? Just wondering, in case Rapidshare decides to drop the download  Cheers, CH
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Looking great Blackblood. Good to know you haven't retired just yet Cheers, CH
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Evening mates, Fix for JAM3 available from the OFPEC JAM page, or here in the JAM3 thread. 3.6mb download. This gets rid of the error message when letting rip with the CAVS M240. Cheers, CH
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Hi folks, Small fix: Error message when using Mounted M240-type mags (see CAVS thread for details). You can download a 3.6mb fix from the OFPEC JAM page. Or, if you haven't upgraded to JAM3 yet, the full download is also fixed. Many thanks MacGuba and OFPEC for your constant support. Cheers, CH
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D*mn, you're right TP. Error in the JAM config.  Fixed it - an updated JAM3 download will be on the OFPEC JAM page soon. Fantastic work btw mate - you rock  Cheers, CH
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Hi Psychosim, Ah, I think the readme shows some changes that are due in v1.2, but not actually present in 1.1, including the JAMmed UMP. Cheers mate, CH
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Hi Pazuzu, Gah, sorry mate. This is an error in the Readme. The Readme incorrectly calls the riflegrenade "JAM_AK47mortar", but the proper name is JAM_AKMmortar. If you're adding magazines to units, using JAM_AKMmortar will fix the problem. If you're using a description.ext for your mission, you'll need to do the same there. Will fix. Cheers bud  CH Edit: Fixed Readme now available from the OFPEC JAM page, both separately and in the main JAM3 download. Thanks MacGuba.
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Great work Not wanting to sound like a broken record, but how about JAM compatibility for the 9mm variants? All needed mag types are there, including 15 and 30 round secondary slot mags for the MP5K/A4. Cheers, CH
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I'm wondering if the AIDispersionCoef= settings could be tweaked, so that the dispersion= settings could be the same for HD and non-HD mags. That way, only AI would fire HD mags with with less accuracy - a human player could pick up the mag and see no difference. ...in theory anyway Cheers, CH
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Hi Hoyt, Perfectly reasonable requests for JAM4 mate. ...I wouldn't hold your breath, though  In the meantime, I'd explore the options we discussed on PM and in your thread. Cheers, CH
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Yo Jackal, PM time again mate Cheers, CH
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Hi Jackal, I've been fiddling with the sight-zeroing on your sniper and marksman rifles, and think I've got them shooting more predictably now, especially with JAM mags. I've just got the M82 to do then I'll PM a package for you to try out. Cheers mate, CH
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Hi Hoyt, Solution: You can use the semi-auto JAM_E762_10mag, then simply set your SV-98 to play a bolt-cycling sound after every shot. This will play no matter what magazine it uses. The line to insert in your config is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">reloadSound[]={"\Hoytweapons\sounds\Boltsound.wss",0.010316,1}; ...where Boltsound.wss is just the sound of the bolt quickly being cycled. Inquisitor's M24 is set up just like this - he'll probably let you use the bolt sound if you ask. This way, you'll get the SV-98's proper 10rd ammocount, 1.45 MoA accuracy, and proper bolt-action sounds. The only problem is that human players could fire unrealistically fast (0.4 sec between shots instead of 2 sec for the proper bolt-action mags). For AI this only an issue at close range, as the AIRateofFire setting is very low for all sniper mags. I've just tried all this and it works fine - give me a shout if you have any probs. Cheers bud, CH Ps. If you really want true bolt action, you could use the JAM_E762_5mag. This is for Mosin Sniper rifles, but in JAM3 the accuracy has been increased from 2.6 to 1.5 MoA, based on accounts of average accuracy. So, you'd get similar accuracy to the solution described above. The only problem is you wouldn't get the realistic 10 round count Â
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Hi Kyle, Um...are we talking about the same game here? We did No, no, no. It consumes 2 rounds per burst, exactly as you say it should. Think you need an eye test mate  Cheers, CH Edit: Mystery solved. Hoyt's AN94 doesn't use the JAM AN94 mag. Next version of his weapon pack will be JAM all the way, so the AN94 will get the proper 2-round burst.
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Hi Kyle, This is a feature, not a bug Due to the AN94's extremely high burst rate it's set to only fire 1 round but with damage multiplied by 2. And you should hear a "double shot" sound with each burst. IRL the AN-94 burst is intended to do more damage in a very tight grouping, rather than create a wide grouping for better chances of a hit. So, to get around the limited burst speed in OFP, the AN-94 burst was configured like this. Cheers mate, CH
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Hi Twisted, Thanks for your kind words mate. I'll start with the easy question: All of JAM3's sounds (including projectile hit and fly) are set in its config and will not be overridden by any other mod. The only exceptions to this are the hits for LAW, AT4 and PG-7. These are inherited from the main config, so if you're running ECP you'll get that nice medium "crump" sound. However, the OG-7 will always play its own sounds (randomised from JAM_boom.wss, JAM_boom_debris.wss and JAM_boom_debris2.wss), as will the PG-7VR (JAM_BigBoom.wss). This seemed like a good way of getting a variety of sounds for three general warhead sizes, and saving a bit of filespace by inheriting the middle sound. You can work out more or less everything about JAM's sounds by looking at the Credits-Filenames.xls I'm finished with addon editing, so I won't be doing anything more with JAM myself. RL needs my full attention from now on  Stewardship of JAM transfers, with the utmost respect, back to BAS. SelectThis is most actively involved in the project, so anyone wanting to do further development must get permission from STT. I really hope that work continues on JAM. There are some big possibilities for improvement, but they need some hard-core research: 1. Realistic muzzle velocities vs. realistic bullet trajectories: 99% of JAM mags use the actual meters/sec muzzle velocity of their real-life counterparts (set in the "initspeed=" parameter). However, addonmakers such as King Homer and Jackal use much higher initspeeds, particularly for sniper rifles. This is because OFP calculates a bullet's arc based on (a) the distance the firing weapon is zeroed for, and (b) the initspeed of the magazine. Thus, a higher initspeed will give the bullet a flatter arc, which may actually be more realistic. ...Add to this the fact that an OFP meter ain't the same as a real-life meter and you've got yourself a headache! Some brave soul would need to sit down and ask: "How far does a real M24 bullet fall after 100m, 200m,...900m? And what initspeed does the OFP bullet need to match these measurements?" The goal would be a formula to apply to  real-life MVs, returning the right OFP initspeed for a realistic trajectory. Actually applying this to JAM would take about 10 minutes, though individual tweaks would be needed for sure. Of course, you'd still be swapping perfectly realistic trajectories for unrealistic bullet speeds, so leading a moving target might feel different from real-life    However, I think realistic trajectories are what most would prefer. 2. Machine Gun and Submachinegun recoils. These were not changed in JAM3. In fact, JAM's SMG recoils have always been inherited from the BIS config. More noticeable MG recoil is what everyone wants. The problem is this: High recoil + high dispersion = machinegunners will never hit anything. Result: broken missions. Remember, a machinegunner is a major battlefield asset/threat, so AI effectiveness must be the top priority. So...a lot of time and disciplined testing needed here. 3. "aiDispersionCoefX=" and "aiDispersionCoefY=": Could these settings be increased instead of "dispersion=" for the HD mags, so that AI get the HD effect but human players don't? This could be the perfect solution for JAM HD. 4. New mags and AT rounds, ongoing exchanges with CAVS. There will always be a tension between the need for new mags and the need to keep the package small and simple. I think JAM3 has the balance about right, with plenty of new options for addonmakers to explore. Notice for example how Jackal has made his suppressed weapons compatible with JAM supersonic and JAM subsonic ammo. As for further growth, let's see where ArmAs leaves us... In the meantime, I'd love to see some new JAM soundpacks being released and hosted on the JAM homepage. Soundpack makers needn't limit themselves to just fire sounds - hit and fly sounds can be changed too. Cheers, CH
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Wow, great work  This is really impressive. Great new textures, objects, and island. The dino animations are really convincing. I'm gonna record some nice dino sounds for you guys Suggestions: * The sounds are nice but I suggest you really go to town on them. More variety from each dino and apply a bit of echo. * AI scripting. There are some great AI scripts available that you might be able to adapt for dinos! Eg. AI Infoshare and SquadRushby General Barron, Tracking by Bullmarket, Hunted by Skumball, Sneakup by Kronzky. You can get all these here. * How about a "grazing" script for the herbivorous dinos? Dinos could have a list of plant objects they'll "eat", and on initiation will scan for the nearest of those objects and move towards them. It might even be possible to get "herding", where a dino calls when it reaches the object and the location becomes known to all dinos of the same type (predators could also hear the calls of course). ...Just dreaming out loud Cheers, CH
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Nice work Hoyt, Great to see modern Russian weapons enriching the OFP palette Cheers, CH
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Hi Jackal, Sent you another PM mate Cheers, CH