Jump to content

cornhelium

Member
  • Content Count

    656
  • Joined

  • Last visited

  • Medals

Posts posted by cornhelium


  1. Hi Laser,

    I would suggest removing MAAM compatibility, if that is the cause of these errors.

    MAAM was just a "work in progress" before JAM3. MAAM will not be updated any more - it is now a "dead" project.

    I have also suggested to RHS to remove MAAM compatiblity from their weapons.

    Removing MAAM compatibility would also allow players to save a bit of memory, as they wouldn't need it installed.

    JAM3 should be coming out sometime in June.

    Spasibo, tovarich!

    CH


  2. Hi Gazmen smile_o.gif

    Quote[/b] ]Hi, can you add JAM_E762_10SASDmag for Silenced SVU and RPG-XX mag ?

    No problem for the E762_10SASDmag (will add an E762_10SASUBmag to complete the set wink_o.gif ), but I don't understand what you mean by "RPG-XX mag" rock.gif

    The AT hit values are being tweaked for JAM3. We don't know yet whether we will just tweak the existing rounds, or leave the existing rounds as they are and add the changed rounds as new.

    The new hit values will be compatible with the CAVS project. More info here. smile_o.gif

    Cheers friend,

    CH


  3. Quote[/b] ]If I put the JAM 2 into Config.cpp, will it then work with JAM3 in the future?

    What would be the point of doing that friend? You would simply be reverting JAM3 to JAM2. crazy_o.gifbiggrin_o.gif

    Short answer - no, this would not work if you wanted to use it in MP.

    Cheers mate,

    CH


  4. Hi mate,

    Well, I hope it will be mid-June. A new beta build has just been released to the team, now I can't do any more 'til after my exams in June.

    I'm hoping that all the core issues will be tested by then, and we can make the final changes, test the release candidate and release it.

    ...but of course, RL (and OFP) run to their own plans wink_o.gif

    Cheers,

    CH


  5. Hi Gazmen,

    Great to hear you're still working on this. Sure, I'll add those mags.

    Not the weapons though. JAM is about magazines only.

    One other thing: In JAM3 we're changing most SD magazines to fire at supersonic speeds, just like Earl & Sucheys' suppressed weapons. The SD magazines you see in JAM2 will be "preserved" in new subsonic "SUB" mags.

    So, the available mags for your set would look like:

    JAM_E762_30SBASDmag        =initspeed 630 (86% of unsuppressed MV)

    JAM_E762_30SBASDHDmag    =initspeed 630

    JAM_E762_30SBASUBmag      =initspeed 350

    JAM_E762_30SBASUBHDmag  =initspeed 350

    JAM_E545_30SBASDmag       =initspeed 756 (86% of unsuppressed MV)

    JAM_E545_30SBASDHDmag   =initspeed 756

    JAM_E545_30SBASUBmag     =initspeed 350 JAM_E545_30SBASUBHDmag  =initspeed 350

    JAM_E762_10SAmag            =initspeed 830

    Any questions, give me a shout. biggrin_o.gif

    Cheers mate,

    CH


  6. Hi Gazmen,

    Quote[/b] ]Do you have in plan to add AK74M and RPKM serie (LSR) and ak100-->103 -> 107 (KEG), the KSVK and M82 in JAM3 ? it would be cool and also the pack would be complete...

    No mate. Only magazines will be added - absolutely no new weapons.

    The original JAM weapons were really only there to demonstrate the magazines. However, they all inherit their models from the correct base class now (as do unit types like sniper, medic, grenadier etc). So, if you're running a config mod like Y2K3, FFXUR, EECP, you will get the improved models. biggrin_o.gif

    Cheers,

    CH


  7. Hey Gazmen biggrin_o.gif

    I really admired your work on the UCE-JAM pack.

    AK SBA mags: Sure, I'll enter those.

    JAM_E762_10SAmag...I'm not sure where this one comes from. Does the Dragunov have auto-fire in real-life? rock.gif

    Recoils: These are high on the agenda, but it is such a delicate balance with the high-dispersion mags. For instance, if you gave too much recoil to the HD mags, the AI will never hit anything crazy_o.gif

    The real problem we have is that we need more help with the project, especially from experienced addon makers.  Also, we need more regular feedback from the BAS guys, as we never know what changes will be approved and which will not.

    I was supposed to leave this project in February to concentrate on exams and finding a new job (my current job finishes in July), but nobody has offered to pick it up and I feel it will never get released if I don't push on. But the whole thing is a learning process for me and it makes progress slow and frustrating.

    So, I cannot say for certain whether or not recoils will make it into JAM3. I really hope so, but in order for JAM3 to be "watertight", we need a lot more help and feedback to get it all working correctly.

    Cheers biggrin_o.gif

    CH

    Ps. To let you folks know what's been going on, here are the new features in the latest beta:

    -Fully compatible with EECP, FFXUR, Inquisitor-Mod, Y2K3 etc. All weapons and unit models will be correctly inherited from the base config

    -New damage values for AT rounds, compatible with CAVS project

    -SD magazines tweaked to simulate realistic supersonic ammo where appropriate

    -Subsonic "SUB" mags preserve previous values for tweaked SD mags

    -New sounds for 99% of magazines - 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

    -New reload sounds for most of the JAM weapons

    -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 Belt magazines 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

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

    -New "High Velocity" 7.62mm sniper magazine, simulating L96A1-type rifles

    -Tweaked standard West 7.62 sniper magazine, based on real-world values

    -New Editor groups for all sides: Rifle Squad, Rifle Squad with Fire Support, Rifle Squad with Sniper Support, Fire Team, Sniper Team

    -New units for all sides: Spotter, Grenadier (Belt), Machinegunner (Realistic Loadout)

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

    -A few fixes made in the config

    Three alternative soundpacks will be available for JAM3 on the day of release.

×