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cornhelium

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Posts posted by cornhelium


  1. 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 wink_o.gif

    Hope that sorts it - please give me a shout if you still get problems.

    Cheers mate, thumbs-up.gif

    CH


  2. 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. confused_o.gif  

    So...why not use your expertise to make a replacement M14Fire.wss and share it with the community? huh.gif

    That's the whole point of having the sounds in an external .pbo

    Cheers,

    CH


  3. 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


  4. 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 wink_o.gif

    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? biggrin_o.gif


  5. Hi Gollum 1

    Quote[/b] ]The new "laser gun" sound for the M14 in the community sound pack is a bit lol, though.

    LOL I worked for 2 weeks on that sound mate. I'm looking forward to your HyperRealism soundpack for JAM thumbs-up.gif

    Cheers,

    CH


  6. Hi Q,

    Quote[/b] ]~ why jam ?

    * JAM-compliant weapons by different addonmakers will have the same accuracy, damage etc settings, making MP fairer.

    For instance, two snipers hunting each other with a BAS SR25 and a Laser/JAM SR25 will have equally accurate and powerful weapons. Only the zeroing on the sights could be different.

    * Magazines can be shared between JAM-compliant weapons. Eg. A PUKF SA80 guy could take a magazine from a Laser/JAM M4, or a PUKF FN-MAG could be reloaded with ammo from a BAS M240. This feature has its limits, but overall it means more ammo to fire, which is a good thing. biggrin_o.gif

    * All JAM rifle and machine gun mags have a "High-Dispersion" equivalent. When AI are equipped with these mags, it makes for longer-lasting firefights as they are less accurate. Note: OFPEC has some scripts that will change a dead AI's High-Dispersion mags so human players can rearm with standard mags.

    * When JAM values are changed due to research or gameplay issues, the changes will apply across the board to all addons that use it.

    * Addonmakers can save time and filespace by simply using JAM mags - the values and sounds are ready-made for them. They can also use one of the many reload sounds to save a bit more filespace.

    * By externalising fire, reload, bullet fly and bullet hit sounds to JAM_Sounds.pbo, JAM allows the end-user to choose whatever sounds they want, and hear things their own way smile_o.gif

    Quote[/b] ]~ how does it work - like what needs to be done by others ?

    All an addonmaker really has to do is define their weapon so it uses the relevant JAM magazine. This is fully covered in the ReadMe.

    Quote[/b] ]~ well aces and cavs still are working in progress - what to do in between best ?

    * ACES = standardisation of values for air-launched weapons

    * CAVS = standardisation of values for armour strength and  tank/ground/man launched projectile power (including RPG, AT4 etc.)

    * JAM = set of standard values for commonly-used hand-held weapons.

    ACES, CAVS and JAM are co-operating wherever things overlap. For example, an ACES Hellfire missile will be calibrated against CAVS armour values, as is a JAM PG7VR.

    Quote[/b] ]~ on what is this based on - pure realism ?...what about gameplay ?

    It's based on the best balance of realism and gameplay that we could achieve with our limited manpower, time and expertise. Remember that BAS did a huge amount of research and balancing work with JAM1 & 2, so our approach has generally been "if it ain't broke, don't fix it". smile_o.gif

    However, there were some long-standing issues that the community had with JAM2, like the accuracy of suppressed assault rifles, the power of RPG rounds, recoils etc., and those are the areas we prioritised in the development of JAM3.

    Quote[/b] ]~ what needs to be / should be used by addon makers to make it jam3 compatible or to ask the other way round - (roughly) what are the possibilites / choices an addon maker can still do about his weapon & ammo config wise ?

    A weapon could either be:

    * Compatible only with JAM mags (like the PUKF's rifles)

    * Using its own magazines but also compatible with JAM mags (like Laser's US weapons)

    * Available to fire only its own magazine and also available to fire only JAM magazines (like the Marine Assault Pack weapons)

    * Lastly, if an addonmaker really, really hated the JAM values for accuracy, power etc, but wanted to use the JAM sounds, there's no reason why they couldn't define all of their own values and just link to JAM_Sounds.pbo for the firing and reload sounds. However, this might be unpopular in MP, as it would be hard to tell whether or not the session was fully based on JAM values.

    Cheers mate,  thumbs-up.gif

    CH


  7. Thanks all for the words of support.

    Quote[/b] ]could some of you involved in JAM3 give some more details about the improved smoke grenades? What exactly was improved? Was the AI LOS object increased in size? And if, by how much?

    Hi Keycat. General Barron supplied a new script that has these differences:

    1. Detects the direction of the wind (by calling a new script windcheck.sqs).

    2. Places 2 smokeblock objects very accurately inside the trail of smoke.

    3. Leaves the BIS smokeshell rather than "catching" it and replacing it with the JAM one. We were of the opinion that the BIS smoke looks a tiny bit better.

    @Pappy,

    Fair point mate, but at the end of the day we had to either commit 100% to CAVS compatibility or not commit at all. There was an ofp.info poll on whether or not standardisation projects were a good thing and the verdict was overwhelmingly "yes".

    The CAVS guys are the real deal. They have done a lot of research on armour, penetration and damage values, and given that JAM is all about standardisation I think it would have been crazy not to get on board. Of course, I envision future JAM releases having to be updated as CAVS values evolve, but the main thing was just to get in synch as a starting point.

    Cheers,

    CH

    Ps. Talking of scripts, there are some great scripts available from OFPEC that replace a dead AI's HD mags with standard versions, so human players can rearm with accurate ammo  thumbs-up.gif  When OFPEC is back up I'll post some links.


  8. Hi 4in1,

    Quote[/b] ]seems it is will not work with JAM2 server

    Correct mate, the JAM_Magazines.pbo and JAM_Vehicles.pbo must be the same on all machines (although you can all use a different JAM_Sounds.pbo). Once the server installs JAM3 it should work fine. thumbs-up.gif

    Cheers,

    CH


  9. Quote[/b] ]Can ANYONE provide a mirror for the soundpacks???

    Flashpoint.ru to the rescue - first post updated with mirrors for all packs. Thanks (again) guys smile_o.gif

    Hopefully there should be a few more on the way too  wink_o.gif

    Cheers,

    CH


  10. Quote[/b] ]Quote (Shashman @ Aug. 25 2005,22:58)

    Also, having not downloaded it yet and not read the readme, is this JAM3 compatible with JAM2 and everything JAM2 related? Is it a one-for-one replacement?

    Yes.

    Quote[/b] ]Does a mission built with JAM2 is always playable if one user install JAM3

    Yes. smile_o.gif

    Cheers,

    CH


  11. Hi mates,

    Quote[/b] ]what is the difference between the different sound packs available

    Community Pack: Default in the JAM3 download. Sounds mostly taken from the community, ranging from Inquisitor, Earl&Suchey's Marines, FDF mod to WWIIEC. Generally loud, outdoor-ish sounds  smile_o.gif

    Rainbow Pack: More CQB-like sounds  wink_o.gif

    Cinemania Pack: Mainly movie-ish sounds. This was only made over the last 7 days but I'm very pleased with it.  tounge2.gif

    So...between those three I think you could pick a favourite sound for each weapon and make your own mega-pack  biggrin_o.gif

    Cheers,

    CH


  12. jam3.jpg

    Good evening from the JAM3 team!

    We're very happy to announce that JAM3 is finished and ready for download.

    -Fully compatible with ECP, EECP, FFXUR, INQ-Mod, Y2K3, etc.

    -New AT rounds, compatible with CAVS project

    -Improved recoils for all rifles, pistols and shotgun

    -Tweaked accuracy for all sniper rifles

    -SD magazines tweaked to simulate realistic supersonic ammo where appropriate

    -Subsonic "SUB" mags preserve JAM2 SD values

    -New sounds for 99% of magazines and weapons- big thanks to the OFP community

    -Most magazines have separate fire sounds. Now you can tell who's shooting!

    -Different fly and hit sounds for different bullet types

    -Bullet hit and fly sounds also externalized to JAM_Sounds.pbo

    -THREE alternative versions of the JAM_Sounds.pbo available. Community Pack, Rainbow Pack, Cinemania Pack

    -New Mounted Machinegun magazines, with HD versions. Ready to be used on vehicles

    -New realistic-size mags for M60, M240, RPD, PKM. Max loadout of 500rds per unit

    -New 12rd Belts for grenade launchers, like GL Vest but only taking 3 spaces

    -Primary and pistol-slot options for most SMG/PDW mags.

    -Unsuppressed, suppressed and silenced (subsonic) MP5 and Uzi mags

    -Improved support for UMP-45

    -New magazines for Remington SPC 6.8mm and Grendel 6.5mm rounds

    -New sniper mags for: L96A1-type, AWSM type (including armour piercing incendiary round), SVU tactical rifle

    -Made recoil more manageable for .50cal sniper rifles, based on real-life reports

    -New Editor groups

    -New units for all sides: Spotter, Grenadier (Belt), Machinegunner (500 rounds), AT Units (CAVS compatible)

    - All BIS vehicles available with JAM crew

    -Editor mission allows players to quickly preview many of the sounds

    -More effective smoke grenades.

    -A few config fixes

    Instructions from the ReadMe:

    Quote[/b] ]INSTALLATION:

    * The files JAM_Magazines.pbo, JAM_Sounds.pbo and JAM_Vehicles.pbo should be located in either OFP's  /res/addons folder or in an OFP mod folder of your choice.

    * Put the folder JAM Sound Demo.Intro into your OperationFlashpoint/Users/>yourname</missions folder

    SOUNDS:

    ALL JAM sounds are contained in the JAM_Sounds.pbo. You can simply replace this file with a different version if you want different sounds. The version distributed with JAM3 is the Community Pack.

    There are two alternative versions of the JAM_Sounds.pbo available right now: the Rainbow Pack and the Cinemania Pack. These all use different sounds and feel completely different.

    The Community, Rainbow and Cinemania packs are also available in Repeater form. "Repeater" means that Machine Guns make 2 shot sounds for every one shot fired, making AI gunners sound better.

    Players can use whatever soundpack they wish, in Single or MultiPlayer. It doesn't matter if players use different soundpacks in MP.

    Making your own JAM soundpack couldn't be simpler. Just un-pbo the JAM.Sounds.pbo and replace the individual files with the sounds of your choice, making sure they are given exactly the same filename. You can use the Credits-Filenames.xls to quickly look up the right filenames. Then, re-pbo the folder and you're done! Test your new sounds in the editor JAM Sound Demo.

    Credits:

    Quote[/b] ]Coding by Eviscerator and SelectThis. JAM3 coding by Cornhelium.

    JAM2 Scripts by Rom.

    Sounds by Katerina, Suchey, Flocko Jocko, RHS, Eviscerator, SelectThis,

    Earl, Nagual, Vipersheart, and the OFP Community. Please see the JAM_Credits-Filenames(Community).xls for full credits.

    Pictures by Suchey, Eviscerator, SelectThis, Denorc

    JAM2 Beta Testing: BAS and Digital Grenade

    JAM3 Beta team: hardrock, raedor, crashdome, Denorc, Dragofire, Edge,  FireflyPL, AgentFox2, King Homer, Messiah, Uziyahu, calm_terror, commando84, MrN

    Thanks to Kurayami and Gatordev for recoil input.

    Thanks to TermiPete, Przezdzieblo and SPQR for CAVS input.

    Thanks to Denorc for new inventory pics and JAM3 banner.

    Thanks to Hardrock for hosting a forum for the JAM3 team.

    Thanks to Mintyboy for the vehicles config.

    Thanks to General Barron for the improved smoke grenades.

    Thanks to Snypir, Zayfod and Killswitch for ECP input.

    Special thanks also to Killswitch for config advice, fixes and general beta testing godliness!

    Lastly, a big thank you to The Avon Lady for kick-starting JAM3 with her MAAM project, and to SelectThis and BAS for allowing development to continue.

    Downloads:

    Core Files - JAM3 and Community Soundpack:

    Full, fixed JAM3 & Community Soundpack (13.5mb) Updated 29th December 2005 - thanks Sanctuary for hosting.

    JAM3 Fix, updated 29th December 05 (2.9mb) If you installed JAM3 after 3rd September 05, you can just download this fix and use the new JAM_Magazines.pbo and Readme.rtf to overwrite the old ones.

    Alternative Soundpacks

    Community Repeater Pack (same as community, but MachineGuns sound like they're firing more):

    Mirror - thanks to flashpoint.ru

    Mirror - thanks to OFPEC

    http://rapidshare.de/files/4327925/JAM_CommPack_1_2_REP.rar.html

    Rainbow Pack:

    Mirror - thanks to flashpoint.ru

    Mirror - thanks to OFPEC

    http://rapidshare.de/files/4331472/JAM_RainPack_1_2.rar.html

    Rainbow Repeater Pack:

    Mirror - thanks to flashpoint.ru

    Mirror - thanks to OFPEC

    http://rapidshare.de/files/4338165/JAM_RainPack_1_2_REP.rar.html

    Cinemania Pack:

    Mirror - thanks to flashpoint.ru

    Mirror - thanks to OFPEC

    http://rapidshare.de/files/4320541/JAM_CinePack_1_00.rar.html

    Cinemania Repeater Pack:

    Mirror - thanks to flashpoint.ru

    Mirror - thanks to OFPEC

    http://rapidshare.de/files/4323024/JAM_CinePack_1_00_REP.rar.html

    Resources:

    OFPEC JAM Page

    Scripts to swap dead units' JAM HD/Standard mags - very useful. Thanks Fox2 and Strango.

    Thanks again to BAS for letting the community carry on the good fight!

    Cheers, thumbs-up.gif

    CH


  13. Hiya mate,

    I think the UKF SA80s use the JAM_W556_30mag (.0002 / .01 HD), and the L86 uses JAM_W556_L86_30mag (.00018 / .075 HD).

    The more I look around at different dispersions, the more confusing it gets. King Homer has his SR25 and M82 set down to .000005, and also increased the M82's initspeed by about 60% to get a really flat long range trajectory.

    This handles great in-game, but applying the formula to the 7.62 mags might not be appropriate, as they're only effective out to 800-1000m IRL whereas the M82 is effective to 1800m.

    Oooo my brain hurts...think I'll sleep on it. wink_o.gif

    Cheers,

    CH

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