-Cannon boats can destroy other cannon boats (in 4.1.7 only satch/thermite could destroy them)
-The illumination mortar is fixed
-Blackhawk/Puma speeds returned to 4.1.2 level to reduce lag.
This file is for JO IC4 This file was made by LST it changes the sniper rifles to now show ranges so you don't have to use the binoculars to find elevations and ranges, also allows the mp5 to shoot under water. Just place this file Weapons.def into your jo expansions folder in the ic folder. the file is zipped up in a folder to save space unzip the file to your desktop then place the file not the folder. how to install it. right click my computer -explore-C:/ - program files - novalogic - joint ops typhon rising - expansion- ic place it in the ic folder. poof your done.
Note: You need to have the JO:E International Conflict MOD v1.1.3 allready installed before installing this patch in order to get the v1.2.1 MOD
Whats new in this patch:
AT4 cannot be fired on the move (done to match RPG)
Old desert/snow skins removed. Each army now has its skins. See Great Britain->6th Division for JO and Israel->Israel Defense Force for Rebel.
British/Israeli flags now available (mapper must use the IC PSP object, otherwise you still see US/Iraq flag)
Shiny arms on stock rebel skins fixed
Deathmatch start marker available
Chinook and Mil-26 stronger
IC Mog and Wedge buildings should now use much less texture memory
Bark on snow pine trees made a bit darker
Skin on Desert M1A1 tank and Chinook updated.
Snow T80 tank now available
LCAC texture fixed
Bridges fixed to allow tanks to cross normally
Apache and buggy's reduced to JOE speeds. All vehicles >200 speed setting lowered to 200 (i.e. medivac BH). Should reduce lag.
New Stuff
We did not add as many new objects this time around. Search in NILE for IC4: to find them. Here are some highlights:
-Tiger helicopter: Comes in several versions. One allows the pilot to fire stingers while still having a gunner on a cannon.
-Wiesel: Mobile platform for stingers, TOW missiles, or a 20mm cannon
-DF2 Manor and ware house
-New Bull & R8Bob terrains
-Added 2 missing BHD buildings
-A few more desert/snow/jungle options to some stock vehicles
-Barb wire fence which causes player damage if you come into contact with it
Skin Changes
-Quite a few changes on both sides.
Howitzer / Nuke Howitzer Changes
-Both howitzer types now drive properly (won't flip over so easy)
-Both types cannot be fired level directly at a target. There is no longer a "skip point" on either howitzer's gun.
-Both types drive like tanks and have moving treads.
-Turrets are allowed to rotate freely
-The nuke round now fires with the trajectory of a standard howitzer shot. You get to use the mortar aimpoint on the map.
-The destructiveness of the nuke has been increased and has a big flash of light when it goes off
-The standard howitzer destructive radius has been reduced slightly
-The standard howitzer fires at the rate of 1 round per 6 seconds for the first three rounds (same rate as v3) but thereafter it can only fire at a rate of 1 round per 12 seconds.
Mortar Changes
-Mortars now have 5 types which can be fired. Press your mortar key repeatedly to cycle thru the types:
--Fragmentation round: large blast radius but low effectiveness (1 hit not lethal). Multiple people must fire together to get a kill zone.
--High explosive round: high damage level (1 shot kill on APC) but small radius, need a spotter to use well
--Flash bang round: 20 meter radius with same black out time as the hand nade
--Illumination round: lights stuff up, duh
--White Phosphorus round: smoke 'em if you got 'em
Other Changes / Fixes
-A number of weapon sights updated. Check out RPG in particular.
-Semi auto shotgun added
-Thermite effects changed to look like it is burning for several seconds before causing damage.
-Effectiveness of minigun rounds returned to v2 specs (they were made very ineffective in v3)
-Effectiveness of stingers returned to v2 specs
-Skip point on gunboat turret fixed
-Hit box on OH-58 rotors fixed
-Some weapon sounds changed
Known Issues
-If you rotate the howitzer to the side and use max angle, the gunner's feet are visible and can be shot with small arms from outside the vehicle.
Allows for the IC Mod to work with Joint Operations Combined Arms
New Stuff
We did not add as many new objects this time around. Search in NILE for IC4: to find them. Here are some highlights:
-Tiger helicopter: Comes in several versions. One allows the pilot to fire stingers while still having a gunner on a cannon.
-Wiesel: Mobile platform for stingers, TOW missiles, or a 20mm cannon
-DF2 Manor and ware house
-New Bull & R8Bob terrains
-Added 2 missing BHD buildings
-A few more desert/snow/jungle options to some stock vehicles
-Barb wire fence which causes player damage if you come into contact with it
Skin Changes
-Quite a few changes on both sides.
Howitzer / Nuke Howitzer Changes
-Both howitzer types now drive properly (won't flip over so easy)
-Both types cannot be fired level directly at a target. There is no longer a "skip point" on either howitzer's gun.
-Both types drive like tanks and have moving treads.
-Turrets are allowed to rotate freely
-The nuke round now fires with the trajectory of a standard howitzer shot. You get to use the mortar aimpoint on the map.
-The destructiveness of the nuke has been increased and has a big flash of light when it goes off
-The standard howitzer destructive radius has been reduced slightly
-The standard howitzer fires at the rate of 1 round per 6 seconds for the first three rounds (same rate as v3) but thereafter it can only fire at a rate of 1 round per 12 seconds.
Mortar Changes
-Mortars now have 5 types which can be fired. Press your mortar key repeatedly to cycle thru the types:
--Fragmentation round: large blast radius but low effectiveness (1 hit not lethal). Multiple people must fire together to get a kill zone.
--High explosive round: high damage level (1 shot kill on APC) but small radius, need a spotter to use well
--Flash bang round: 20 meter radius with same black out time as the hand nade
--Illumination round: lights stuff up, duh
--White Phosphorus round: smoke 'em if you got 'em
Other Changes / Fixes
-A number of weapon sights updated. Check out RPG in particular.
-Semi auto shotgun added
-Thermite effects changed to look like it is burning for several seconds before causing damage.
-Effectiveness of minigun rounds returned to v2 specs (they were made very ineffective in v3)
-Effectiveness of stingers returned to v2 specs
-Skip point on gunboat turret fixed
-Hit box on OH-58 rotors fixed
-Some weapon sounds changed
Known Issues
-If you rotate the howitzer to the side and use max angle, the gunner's feet are visible and can be shot with small arms from outside the vehicle.
ICE BUILD v1.0.5/1.0.6/1.16 to v2.0.0 patch
*********************************************
WARNING: Once Upgraded to 2.0, you will only be able to play on ICE 2 servers
Read more: http://simhq.com/forum/ubbthreads.php/topics/2678004#ixzz3jAeDphUt
Follow us: @SimHQ on Twitter | SimHQ on Facebook
Vehicles:
Increased - Ground Vehicles Climb Ability
Increased - HP for all Soft Skinned Ground Vehicles
Increased - HP for LittleBirds and NB105s
Increased - Turning Ability BlackHawk/Puma/LittleBird/NB105
Increased - HP for Main Battle Tanks
Increased - Accuracy MLRS
Increased - Damage MLRS Ammo
Increased - Blast Radius MLRS
Increased - Damage Arty Ammo
Increased - Blast Radius Arty
Increased - Blast Radius GBU-31
Increased - Overheat rate on ZSU-23-4 and Gepard
Reduced - All Ground Vehicles Speed by Approx 5%
Reduced - HP on ZSU 23-4 and Gepard
Reduced - Ammo Weight on ZSU 23-4 and Gepard
Reduced - Splash Damage on ZSU 23-4 and Gepard
Reduced - Ammo Damage on Main Battle Tanks
Updated - Armor on Wiesels (7.62mm Ammo has No Effect)
Updated - Sams and SideWinders
Updated - BMD3 (made amphibious)
Updated - Tracked Rapier (fixed gunner's feet sticking out)
Updated - 2s19mstas howitzer (fixed collision boxes)
Buildings:
Added - low poly church
Added - low poly farm house
Added - urban house 1
Added - destroyed building 1
Added - small village house 1
Added - small factory building
Added - city base block
Added - civilian control tower
Added - torpedo factory
Added - destroyed bunker
Added - re-skinned IC cityblocks 1, 2, 3,4
Re-skinned - IC cityblock 5
Objects:
Added - Single metal barrel (S&D)
Added - Group of metal barrels (S&D)
Added - Single wooden crate (S&D)
Added - Group of wooden crates2 (S&D)
Added - Group of wooden crates3 (S&D)
Added - Static BTR (S&D)
Terrains:
Updated - TRNs (reduced grass size to reduce lag)
Added - IC FlatSnow terrain
Added - IC Snow1 terrain
FX Effects:
Flares - reduced particle effect and removed smoke trails to improve frame rate
General Updates:
A lot of vehicle, buildings and weapons textures have been resized to improve overall performance
New Stuff
We did not add as many new objects this time around. Search in NILE for IC4: to find them. Here are some highlights:
-Tiger helicopter: Comes in several versions. One allows the pilot to fire stingers while still having a gunner on a cannon.
-Wiesel: Mobile platform for stingers, TOW missiles, or a 20mm cannon
-DF2 Manor and ware house
-New Bull & R8Bob terrains
-Added 2 missing BHD buildings
-A few more desert/snow/jungle options to some stock vehicles
-Barb wire fence which causes player damage if you come into contact with it
Skin Changes
-Quite a few changes on both sides.
Howitzer / Nuke Howitzer Changes
-Both howitzer types now drive properly (won't flip over so easy)
-Both types cannot be fired level directly at a target. There is no longer a "skip point" on either howitzer's gun.
-Both types drive like tanks and have moving treads.
-Turrets are allowed to rotate freely
-The nuke round now fires with the trajectory of a standard howitzer shot. You get to use the mortar aimpoint on the map.
-The destructiveness of the nuke has been increased and has a big flash of light when it goes off
-The standard howitzer destructive radius has been reduced slightly
-The standard howitzer fires at the rate of 1 round per 6 seconds for the first three rounds (same rate as v3) but thereafter it can only fire at a rate of 1 round per 12 seconds.
Mortar Changes
-Mortars now have 5 types which can be fired. Press your mortar key repeatedly to cycle thru the types:
--Fragmentation round: large blast radius but low effectiveness (1 hit not lethal). Multiple people must fire together to get a kill zone.
--High explosive round: high damage level (1 shot kill on APC) but small radius, need a spotter to use well
--Flash bang round: 20 meter radius with same black out time as the hand nade
--Illumination round: lights stuff up, duh
--White Phosphorus round: smoke 'em if you got 'em
Other Changes / Fixes
-A number of weapon sights updated. Check out RPG in particular.
-Semi auto shotgun added
-Thermite effects changed to look like it is burning for several seconds before causing damage.
-Effectiveness of minigun rounds returned to v2 specs (they were made very ineffective in v3)
-Effectiveness of stingers returned to v2 specs
-Skip point on gunboat turret fixed
-Hit box on OH-58 rotors fixed
-Some weapon sounds changed
Known Issues
-If you rotate the howitzer to the side and use max angle, the gunner's feet are visible and can be shot with small arms from outside the vehicle.
Advanced Warfare is a JOINT OPERATIONS - Modification. The theme for AW is not so much only War Scenarios and Jungle, like in JO and some of the other Mods like IC etc. but to offer also a more civilian side of the whole thing. You´re not necessarely are forced to make Jungle or Military based Maps, you can also make a little more city like and even funny things that you can use. AW is proud to not be so serious about itself, thats why we have a few funny, not so serious things in our Mod. But we prefer that because there should be also alternatives to other, more serious Mods. Our current development is ADVANCED WARFARE v2. Our previous Version 1.0 is NOT supported anymore with us. We changed quite some things in Version 2, especially the compatiblity with other Maps from JO:Typhoon Rising, JO: Escalations and even Delta Force Xtreme. So there are quite a lot classic JO Maps that you can choose from to play and of course Mappers are working on new ones.
Shock 'n Awe for JO MOD details:
* all JO stuff
* all Escalation stuff
Most of the stuff from:
* Urban Assault
* Deep Jungle
* Insurgency
* NSO
* Terranova
* and some newer stuff
TEAMTXD.COM (bhdmods.com) Has spent hours on end to get this mod finished and ready for release. We would like to thank everyone involved in the project for all their help. We will have the mod ready for Download here in the downloads section sometime later today. I just want to make sure there are not last minute changes that need to be made.
v5.0 NOTES:
This is a completely new release of the original ShocknAwe JO Mod. This version will completely replace version 1.4 if you have it. All existing JO, JO-Escalation and ShocknAwe JO maps will work with this version. We did a full release instead of just an update due to the amount of changes that we made.
Here are a few changes that were made as well as items added.
- Fixed terrains issues
- Fixed grass from rendering upside down
- Increased ammo count on Javelin and Barret
- Allowed more weapons to be carried by More Classes and all weapons are now available to Joint Op' & Rebels.
- Optimized files to run faster with less lag than the original JO game.
- Optimized sound files
- Thermite Grenade (We would like to Thank the IC Mod team for the Thermite Grenade).
- Added a Dart gun for the Medics called the Adrenalin Gun. It allows you to heal teammates from a distance. However if used on the enemy and or a healthy teammate, it can be deadly.
- added about 200 more models to the game including a lot of favorites from BHD and TeamSabre.
**This mod has been approved by NovaLogic for release on NovaWorld, based on limited testing of functionality and content. NovaLogic accepts no responsibility for this mod and anyone playing it does so at his own risk. NovaLogic retains copyright and ownership of all NovaLogic created assets in this mod, but makes no representation and assumes no responsibility for this mod, including any copyright or intellectual property infringements in the mod, which are the sole responsibility of the mod creator(s). NovaLogic reserves the right to rescind its approval at any time for any reason or no reason.