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ShadoWarrior
QUOTE (Xentax @ Apr 10 2006, 03:03 PM) *
SW: The new weapons look AWESOME.

I'd just like to point out, for those that have not been reading all the threads in the modding forum, that the new models were done by rman. Please be sure that he is the person to receive all the praise. All I've done is stick them into my mod. As a matter of fact, all the v3.15 changes (that I have so far) were made by rman.

QUOTE (Xentax @ Apr 10 2006, 03:03 PM) *
Actually, that raises an interesting question: Can I upgrade from 3.14->3.15 with an existing savegame, or will I need to start over?

You'll get the new models in old savegames, no problem. But to get the fixed heavy armor slots you'll need to either edit your savegames, or start over.
MJ12 Commando
Progress has been made on the next version with more pure awesome, just not enough of it, I presume? tongue.gif
Tubal
Awesome stuff there ShadoWarrior, but why aren't they using the correct camouflage for the environment? tongue.gif

QUOTE (rman @ Apr 9 2006, 08:30 AM) *
"Skachano" is a Russian transliteration of 'Downloaded' (Russian Internet Slang).
Aha, thank you. At least they didn't credit someone else then.
ShadoWarrior
QUOTE (Tubal @ Apr 11 2006, 05:54 AM) *
Awesome stuff there ShadoWarrior, but why aren't they using the correct camouflage for the environment? tongue.gif

Extra sets of armor are not in the unit's budget. tongue.gif
Xentax
QUOTE (ShadoWarrior @ Apr 10 2006, 11:14 PM) *
QUOTE (Xentax @ Apr 10 2006, 03:03 PM) *

SW: The new weapons look AWESOME.

I'd just like to point out, for those that have not been reading all the threads in the modding forum, that the new models were done by rman. Please be sure that he is the person to receive all the praise. All I've done is stick them into my mod. As a matter of fact, all the v3.15 changes (that I have so far) were made by rman.

QUOTE (Xentax @ Apr 10 2006, 03:03 PM) *
Actually, that raises an interesting question: Can I upgrade from 3.14->3.15 with an existing savegame, or will I need to start over?

You'll get the new models in old savegames, no problem. But to get the fixed heavy armor slots you'll need to either edit your savegames, or start over.


Fair enoguh - GJ to Rman for the models, but give yourself some credit too SW - I probably wouldn't see them if they weren't a part of your existing mod.

I'll dig through the savegame mod process when the mod comes out I guess - I'll either do that if it's not too bad or live without the heavy armor slots.
rman
QUOTE (ShadoWarrior @ Apr 11 2006, 03:14 AM) *
I'd just like to point out, for those that have not been reading all the threads in the modding forum, that the new models were done by rman. Please be sure that he is the person to receive all the praise. All I've done is stick them into my mod. As a matter of fact, all the v3.15 changes (that I have so far) were made by rman.

You flatter me. I haven't done all this if I haven't seen Rebalance Mod in first place. And I haven't done the changes - you did. I just gave you some ideas.
ShadoWarrior
QUOTE (rman @ Apr 12 2006, 12:23 AM) *
You flatter me. I haven't done all this if I haven't seen Rebalance Mod in first place. And I haven't done the changes - you did. I just gave you some ideas.

It's not flattery. It's giving due credit where it's deserved. And, yes, you did make the changes, regardless of whether you agree or not. You provided the new files and provided the code examples. As I said, all I did was the actual edits to insert them into the mod. The "hard" work, of figuring out what to do and how, was yours. If someone is going to be kind enough to hand me working mods (and not just ideas) on a silver platter the least I can do is give them credit and thank them for it.
rman
QUOTE (ShadoWarrior @ Apr 12 2006, 10:02 AM) *
It's not flattery. It's giving due credit where it's deserved. And, yes, you did make the changes, regardless of whether you agree or not. You provided the new files and provided the code examples. As I said, all I did was the actual edits to insert them into the mod. The "hard" work, of figuring out what to do and how, was yours. If someone is going to be kind enough to hand me working mods (and not just ideas) on a silver platter the least I can do is give them credit and thank them for it.

You're welcome, then. While we're on this topic, how do you look at adding another 2 types of enemy drones in Rebalance? After independent testing is done, of course.
ShadoWarrior
QUOTE (rman @ Apr 12 2006, 02:16 AM) *
While we're on this topic, how do you look at adding another 2 types of enemy drones in Rebalance? After independent testing is done, of course.

You probably cannot add more enemies to the game. Many of the game's variables are hard-coded internally. Even if you expand some files the game's engine ignores your changes. (For example, you cannot successfully add new damage types, nor can you add new training abilities.) You are welcome to try to get someone from (the new) Altar to answer questions regarding this.
rman
QUOTE (ShadoWarrior @ Apr 12 2006, 11:29 AM) *
You probably cannot add more enemies to the game. Many of the game's variables are hard-coded internally. Even if you expand some files the game's engine ignores your changes. (For example, you cannot successfully add new damage types, nor can you add new training abilities.) You are welcome to try to get someone from (the new) Altar to answer questions regarding this.

Well, every day you learn something new. It is a good thing I didn't know I am unable to create new enemies when did this.
ShadoWarrior
QUOTE (rman @ Apr 12 2006, 02:35 AM) *
Well, every day you learn something new. It is a good thing I didn't know I am unable to create new enemies when did this.

The Digger isn't a "new" unit. It was an unenabled existing unit. Same idea as the flamethrower. The files were already there, but some of the necessary coding was left unfinished by (the old) Altar.
rman
QUOTE (ShadoWarrior @ Apr 12 2006, 11:40 AM) *
The Digger isn't a "new" unit. It was an unenabled existing unit. Same idea as the flamethrower. The files were already there, but some of the necessary coding was left unfinished by (the old) Altar.

This isn't what I meant. If you look inside topic, you'll notice 3 new variety of monsters. They spawn on missions, they hurt you, you are able to hit them back, etc. And they weren't designed by Altar. You're right to some extent, though. Adding new subrace didn't worked out, adding new squad type too. But reusing unsued squad types and pulling new monsters inside did the trick.
Laureati
Great models guys.

Will the Cultists or other human-type forces be using any of these weapons?
ShadoWarrior
QUOTE (Laureati @ Apr 15 2006, 12:10 AM) *
Will the Cultists or other human-type forces be using any of these weapons?

Sorry, not until I change the appropriate files, which won't be anytime soon. It's a LOT of edits.
ShadoWarrior
Updated the mod to version 3.15!
(please see first post in thread for download link and changes)

Special thanks to Gorre for testing this version, and a VERY special thanks to rman for all his help in making these latest changes and for bug-fixing.
ShadoWarrior
Psionic w/ Railgun:


Psionics w/ meson rifles:


Human in Duralloy heavy armor w/ gauss autocannons:



Cyborg w/ Advanced Body Implant & Power Shield & gauss rifle:



Needler model:
Yunn
hello, is there an energy(laser/plasma) based melee weapon in the game? i haven't finished it but so far i haven't seen anything like it, even with the current weapon rebalance mod. because katanas do nothing against wargots... sometimes we want to make a ninja soldier with katanas and shurikens, but realise that they aren't exactly effective in the later game ph34r.gif (this is the only forum i go to with this kind of smiley, so i HAD to use it)

light sabers are kinda cliche, though... haha... well, depends on what kind of person you are... if u're a purist, then it's kinda lame and cheesy, but if you're a Star Wars fan, then it's pretty cool. hmm. what other energy based melee weapons could there be though...?
ShadoWarrior
QUOTE (Yunn @ Apr 15 2006, 01:07 PM) *
hello, is there an energy(laser/plasma) based melee weapon in the game?

Short answer? No. Please reread ALL of post #1 in this thread, giving careful attention to the list at the bottom of that post.
rman
Any plans for future 3.16 (obviosily, not counting long first post list)?
ShadoWarrior
QUOTE (rman @ Apr 15 2006, 01:19 PM) *
Any plans for future 3.16 (obviosily, not counting long first post list)?

Besides the list at the bottom of post #1? I guess that depends on YOU. If you create more cool new models ...
ShadoWarrior
rman is continuing to provide me with new models. His latest, which will be in v3.16, is for the XM26 UB shotgun:
Yunn
QUOTE (ShadoWarrior @ Apr 16 2006, 02:10 AM) *
Short answer? No.

That was sooo long ago I forgot about it! Sorry! Looking forward to use the plasma torch! And... warp shears? What are they? Never mind, I'll just google it.

EDIT: Hmm... apparently there's no such thing...
ShadoWarrior
rman's latest models, which will be in v3.16:

UB laser


UB flamer


Bayonet



Laser MG


Nailgun
rman
On an unrelated note - have you considered using "index INT 10" full-auto mode instead of "index INT 2" short burst one? In case of machineguns it look more logical.
ShadoWarrior
QUOTE (rman @ Apr 16 2006, 07:24 AM) *
On an unrelated note - have you considered using "index INT 10" full-auto mode instead of "index INT 2" short burst one? In case of machineguns it look more logical.

I hadn't considered it, to be honest. What's the actual difference in-game?

PS - can you post a screenshot of the needler (what your model calls a "gauss pistol")? It seems I made a mistake and posted the screenshot for the new warp pistol instead of the needler.
rman
QUOTE (ShadoWarrior @ Apr 16 2006, 04:33 PM) *
QUOTE (rman @ Apr 16 2006, 07:24 AM) *

On an unrelated note - have you considered using "index INT 10" full-auto mode instead of "index INT 2" short burst one? In case of machineguns it look more logical.

I hadn't considered it, to be honest. What's the actual difference in-game?

As far as I can tell, there are 3 effects (and I'd like to note that all following data is proven by experiments).
1. First, mode 10 is named 'full-auto' in game, which is good.
2. Second, mode 10 uses different icon, which is good too (some of early game screen feature this)
3. Third, if model's meshes are defined in certain way, game uses internal model animation when firing (i.e. barrels of double-barrel wargot machinegun are rotating). If model doesn't feature this, that means standard fire animation is used, which can be good or bad.

So, using mode 10 on M60, PKM, Laser Machinegun, assault rifle models, and any other weapons that might use their models is safe from side effects. I have to admit, using mode 10 on Gauss Autocannon (new model) breaks it. Literally - case is one piece and barrels - other. Currently I don't have an idea how to fix it.

QUOTE (ShadoWarrior @ Apr 16 2006, 04:33 PM) *
PS - can you post a screenshot of the needler (what your model calls a "gauss pistol")? It seems I made a mistake and posted the screenshot for the new warp pistol instead of the needler.

Sure
rman
double post. disregard this
ShadoWarrior
QUOTE (rman @ Apr 16 2006, 08:33 AM) *
3. Third, if model's meshes are defined in certain way, game uses internal model animation when firing (i.e. barrels of double-barrel wargot machinegun are rotating). If model doesn't feature this, that means standard fire animation is used, which can be good or bad.

So, using mode 10 on M60, PKM, Laser Machinegun, assault rifle models, and any other weapons that might use their models is safe from side effects. I have to confess, using mode 10 on Gauss Autocannon (new model) breaks it. Literally - case is one piece and barrels - other. Currently I don't have an idea how to fix it.

Well, the only reason I see to use mode 10 (rotating the gauss autocannon's barrels) doesn't work, so I think I'll leave things as they are. I'm a firm believer in "if it isn't broken don't fix it". Thanks for the info, and for posting the screenshot.
ShadoWarrior
rman's model for my drone flamer:
psychophat
http://unleashed.espgonline.com/downloads/...litev100mod.vfs

Interface lite-lite for Weapon Rebalance PLUS:

- menu art, logo for SW WR (version revision will be added on full version)
- system menu logo
- tactical transparency (geez, I forgot to put the logo on blank areas)

ShadoWarrior: For your approval, geez in the tactical blank area there will be a logo of Weapon Rebalance a small one so that more screen should be visible. Do you want the background for the units to be 50% transparent or leave it as it is?

Downloaded 3.15 will integrate code-part of the model skins . . . will leave link when done.
ShadoWarrior
QUOTE (psychophat @ Apr 16 2006, 01:18 PM) *
- menu art, logo for SW WR (version revision will be added on full version)
- system menu logo
- tactical transparency (geez, I forgot to put the logo on blank areas)

Please remove the version numbers from the system menu .tga file.
rman
One small nit. When pressing Esc, in modified menu 'WR3.15...' is barely readable. Maybe change it's color to white instead of grey?
psychophat
Hmmn . . . it was supposed to have version numbers, so that players would be reminded of what version they're using. Don't worry I can change the version numbers everytime newer versions of WR are release. And in WR PLUS (when its release) all GFX especially in the new loading screens the version number and revision changes will be updated.

Let me explain in the full release of variant #2 Weapon Rebalance PLUS will contain new loading screens and in the new loading screens it will contain:

- Latest History Changes of Weapon Rebalance and Weapon Rebalance PLUS
- Text Links to official forum/website of Weapon Rebalance and Weapon Rebalance PLUS
- People on team and acknoledgement stuff
- etc.

Why? So that players would know how to get involved in the forum to suggest/thank, so that they would know some history and stuff in the development. Importantly so that when the full WRPLUS is release on all languages that I've suggested on other the topic page, they would know who, what and where WR originated, its main creator, the addins contributors and where to get the latest info and such.

What ya think?

Yeah about the version color gray well its just a sample later this week I'll post a newer look to it where the version numbers are contained in a box to match in interface just like the one you click to save and quit. Do wait for the newer screen I'm finishing I'll post it right now and will post a screenshot.
ShadoWarrior
QUOTE (psychophat @ Apr 16 2006, 01:58 PM) *
Hmmn . . . it was supposed to have version numbers, so that players would be reminded of what version they're using. Don't worry I can change the version numbers everytime newer versions of WR are release. And in WR PLUS (when its release) all GFX especially in the new loading screens the version number and revision changes will be updated.

You may not have noticed it, but when you mouse over the version number of Aftershock on the main menu, you will see a tooltip that displays the version number of my mod. In my opinion, that should be a sufficient reminder, especially considering that most people do not have such poor memories that they cannot remember what version of the mod they have installed. wink.gif
psychophat
Heheheh . . . well . . . hmmn, you got a point there okay done version number will be removed in systemmenu.

Another thing I need your comment/suggestion in the tactical screen should I change the whole them from BLUE to something else?

Also the blank unit area what would you prefer? I was thinking of like a bar with some metal GFX then an overlay of WR Logo or the ShadoWarrior Emblem same color as the bar but smaller so that more screen can be seen. Will update in a couple of hours just need to finish the artwork and test it in game.
ShadoWarrior
QUOTE (psychophat @ Apr 16 2006, 02:13 PM) *
Another thing I need your comment/suggestion in the tactical screen should I change the whole them from BLUE to something else?

Blue is fine. It stands out from the background, which is the tactical game itself. You do not want the menu to blend in with the tactical area.

QUOTE (psychophat @ Apr 16 2006, 02:13 PM) *
Also the blank unit area what would you prefer? I was thinking of like a bar with some metal GFX then an overlay of WR Logo or the ShadoWarrior Emblem same color as the bar but smaller so that more screen can be seen. Will update in a couple of hours just need to finish the artwork and test it in game.

I have no idea what you are talking about when you refer to a "blank unit area" as I have not seen an example of it.
psychophat
It's included the lite-lite mod too, when you don't have a full seven units you have spaces and also when a unit dies, well haven't checked that one though. I'll have one of my units die today. Also will update the file on the download link re. version number.
ShadoWarrior
rman's latest models:

flatsterprod


satchel charge


HK G11
Alles Luge
How about visual difference between base items and duralloy items? I don't mean the global visual difference. Only color difference.
rman
QUOTE (Alles Luge @ Apr 20 2006, 12:50 PM) *
How about visual difference between base items and duralloy items? I don't mean the global visual difference. Only color difference.

Only if some kind soul changes textures used by duralloy weapons. Someone like Tubal or psychopat.
Tubal
Give me a list of the duralloy items and I'm sure I could whip something up smile.gif
ShadoWarrior
Duralloy katana, wakizashi, and bayonet. The blade color should be a non-gloss light silvery blue similar to the shade used on this forum for the section where the quote and reply buttons of each post are on.
ShadoWarrior
Updated the mod to version 3.16!
(please see first post in thread for download link and changes)

A VERY special thanks to rman for all the models which he created/modified for this release.
Gorre
Hurrah! Another great update for a great mod! Yay!!! lol.

Keep up the good work SW an Rman!
rman
QUOTE (Gorre @ Apr 21 2006, 12:24 AM) *
Hurrah! Another great update for a great mod! Yay!!! lol.

Keep up the good work SW an Rman!

Thanks. 6 weapon models and missing leg chipsets are still left to do.
ShadoWarrior
QUOTE (rman @ Apr 20 2006, 03:43 PM) *
Thanks. 6 weapon models and missing leg chipsets are still left to do.

Actually, that's not correct. The list of items without proper (new) models is quite a bit longer. The list(s) I've given you in our email exchanges is only the most critical items I wanted new models for, not a comprehensive list of all the items I've added to the game which lack new models. Please consider that I've added 84 items to the mod and I'm fairly sure you realize that while you have created many new models for me, you haven't created seven dozen of them. At least not yet. wink.gif

Of course, I consider each new model you give me as a gift and a bonus. I don't expect you to create all 84 models. heh I'm happy to get whatever I can. wink.gif
rman
QUOTE (ShadoWarrior @ Apr 21 2006, 12:57 AM) *
QUOTE (rman @ Apr 20 2006, 03:43 PM) *

Thanks. 6 weapon models and missing leg chipsets are still left to do.

Actually, that's not correct. The list of items without proper (new) models is quite a bit longer. The list(s) I've given you in our email exchanges is only the most critical items I wanted new models for, not a comprehensive list of all the items I've added to the game which lack new models. Please consider that I've added 84 items to the mod and I'm fairly sure you realize that while you have created many new models for me, you haven't created seven dozen of them. At least not yet. wink.gif

Of course, I consider each new model you give me as a gift and a bonus. I don't expect you to create all 84 models. heh I'm happy to get whatever I can. wink.gif

Of course. But if you wait till Christmass, I might as well create this seven dosen missing models and reskin them. Just joking.
To be serious, creating glossary pictures for new models should be placed on volunteers. This is not that hard (align item, take screenie, crop it, convert to tga), but extremely boring. Definitely not my cup of tea.
psychophat
Ah, yes this is my area leave it to me rman . . . drinks cup of tea while texture mapping rman's new models . . . hihihihih

New on PLUS, model replacement for HK-G3KA4 Weapons Rebalance PLUS



My first try at creating models, skin is the same as my previous HK-G3KA4 skin from other topic post. From the original HK-G33 this G3KA4 - is the shortest G3 variant with retractable buttstock and most modern integral pistol grip / trigger unit made entirely of plastic ref. picture below:



Will repost for ShadoWarrior's approval once I fix that magazine so that it'll be straight . . . and the texture detail enhanced.
drake88
Great job to ShadoWarrior, rman and psychophat. You guys are adding some great stuff to the game. Keep it up.
ShadoWarrior
QUOTE (drake88 @ Apr 20 2006, 07:38 PM) *
You guys are adding some great stuff to the game. Keep it up.

Thanks. Someone has to. We all know that Altar certainly has no intentions of doing anything more with it.
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