pimpa
Dec 14 2005, 10:11 PM
QUOTE (ShadoWarrior @ Dec 14 2005, 10:02 PM)
QUOTE (pimpa @ Dec 14 2005, 04:00 PM)
Shouldn't the Rangers able to wield Dual Akimbo-Style SMG? Cause I can't with the 'HK UMP SMG'
Perhaps it's because the UMP is not a one-handed weapon. Did you fail to notice it sits in both hands?
But it isn't the same size of a MP5? Also the MP7 is 1H or 2H?
ShadoWarrior
Dec 14 2005, 10:11 PM
QUOTE (LimXC @ Dec 14 2005, 04:05 PM)
Finally got around to testing the warp medikit melee mode. The melee mode works
Glad it works and I was able to help you.
QUOTE (LimXC)
but there is a minor inconvenience where you can't tell what mode it is in by looking at the icon because both modes use the same icon.
Picky picky picky. hehe Sorry, but I don't think there's anything I can do about that.
ShadoWarrior
Dec 14 2005, 10:22 PM
QUOTE (pimpa @ Dec 14 2005, 04:11 PM)
But it isn't the same size of a MP5? Also the MP7 is 1H or 2H?
The UMP is not designed for one-handed use (well, neither is the MP5, but the MP5 has better balance). The MP5 is "one-handed" in my mod. The MP7 is much smaller than the MP5 (or the UMP), and it is also one-handed. The Colt and the UMP are 2-handed weapons.
BTW, my post on 2 December for the v2.05 release explained that the UMP is a 2-handed weapon. Please read this entire thread, top to bottom, before asking questions that have already been answered, or use the forum search. (Had you done a search on "HK UMP" before you asked your question, you would have gotten the answer in the first search return, and saved me time I can better spend working on the mod. thx)
ShadoWarrior
Dec 14 2005, 11:13 PM
Updated the mod to version 2.14!
(please see first post in thread for download link)
I have added 4 new psionic items: Advanced accuracy circlet, Advanced damage circlet, Advanced interference circlet, and Advanced protection collar. The advanced accuracy and damage circlets confer a +30% bonus (vs. +20% for the L1 versions), the advanced interference circlet is -50% to the enemy (vs. -30% for the L1 version), and the advanced protection collar is +50% to psi defense (vs. +30% for the L2 version).
The Recoil Compensator's range penalty is now only 5% (instead of the unmodded 15%).
And I've also included the new silencer sound file. Early reports indicate that muzzle attachment sound files do not override the parent weapon's sound, so this change is, for the moment, non-functional.
PlacidDragon
Dec 14 2005, 11:13 PM
You are one productive guy Shado
ShadoWarrior
Dec 14 2005, 11:16 PM
QUOTE (PlacidDragon @ Dec 14 2005, 05:13 PM)
You are one productive guy Shado

Heh, thx PD. I'd be even more productive if I didn't spend an occasional hour here and there playing the game.
PlacidDragon
Dec 14 2005, 11:29 PM
hehe
Caelum
Dec 14 2005, 11:41 PM
lol the game tends to cut down my productivity as well..
Caelum
Dec 15 2005, 12:21 AM
Just thought i'd volunteer to work on the mod with you shado,
If you want help just let me know.
ShadoWarrior
Dec 15 2005, 12:41 AM
QUOTE (Caelum @ Dec 14 2005, 06:21 PM)
Just thought i'd volunteer to work on the mod with you shado,
If you want help just let me know.
At some point I'll be needing to roll all the changes back into the DB. Having some sort of util (in Perl or Python or whatever) that reads in the equipment.txt and updates the DB would be mighty handy. Else I'm looking at a rather tedious update by hand (even with good diff tools). Of course I won't even touch the DB until such time as we have a decent, user-friendly front end to the DB. Which, as you may have gathered, doesn't seem to happening quickly.
So, for the moment, the best assistance I can have is fine folks to test stuff, and better yet, provide good ideas (such as Variable's recent suggestion for the advanced psi gear). Oh, and of course, people to do models ...
Caelum
Dec 15 2005, 12:50 AM
I noticed that

, maybe ill try getting the frontend ball rolling again....
ShadoWarrior
Dec 15 2005, 01:58 AM
Anyone used the Meson rifle? I introduced it back at v2.11 and no one's commented on it yet.

PS - take a peek at what's on the agenda for v2.15 ...
Variable
Dec 15 2005, 07:09 AM
I'm just finishing up the research for the meson rifles now (only one energy lab remaining as all the other energy research is done) so i'll get a few made up soon.
New melee weapons will be great! What kind of damage can we expect from them?
ShadoWarrior
Dec 15 2005, 08:15 AM
QUOTE (Variable @ Dec 15 2005, 01:09 AM)
New melee weapons will be great! What kind of damage can we expect from them?
The Duralloy weapons will be doing roughly the same damage, but it'll be "Hard" as opposed to "Blade" type. IOW, it won't bounce off the WG priests and mechs.
I am still in the thought stage for even more advanced (and powerful) melee weapons ...
silencez
Dec 15 2005, 09:31 AM
some sort of high-powered one-handed energy weapon..
Powersword - powerfist (a la space marines). one shot kill weapons of course.
ShadoWarrior
Dec 15 2005, 09:37 AM
QUOTE (silencez @ Dec 15 2005, 03:31 AM)
some sort of high-powered one-handed energy weapon..
Powersword - powerfist (a la space marines). one shot kill weapons of course.
The whole point of creating a more powerful one-handed weapon is for the poor Rangers. In case you hadn't noticed, you cannot dual-wield melee weapons. Ergo suggesting more melee weapons doesn't help.
mailor
Dec 15 2005, 09:39 AM
Sawed off shotguns
ShadoWarrior
Dec 15 2005, 09:43 AM
QUOTE (mailor @ Dec 15 2005, 03:39 AM)
Sawed off shotguns

hehe, I actually thought of that a long time ago. But if a MP7 isn't enough, a sawed-off certainly won't be.
shadowkeeper
Dec 15 2005, 10:03 AM
QUOTE (ShadoWarrior @ Dec 15 2005, 12:13 AM)
And I've also included the new silencer sound file. Early reports indicate that muzzle attachment sound files do not override the parent weapon's sound, so this change is, for the moment, non-functional.
I
might have a solution (untested!!!) for this problem, check the other thread plz
shadowkeeper
Dec 15 2005, 10:52 AM
QUOTE (ShadoWarrior @ Nov 26 2005, 05:41 AM)
Regarding flame throwers, sorry, can't do that until someone volunteers to do all the fancy flame visual effects.
to bring up an old topic
the flame effects are allready ingame
it's among the particles:
CODE
gamedata.vfs/tactical\particles\final guns\flametr.pcfg
Raxxman
Dec 15 2005, 11:19 AM
Sawn off plasma shotgun?
ShadoWarrior
Dec 15 2005, 11:22 AM
QUOTE (Raxxman @ Dec 15 2005, 05:19 AM)
Sawn off plasma shotgun?
Yes, a wonderful idea. Pull the trigger and the weapon blows up in your face. The positive side is that if you do it when you're in close combat, you'll dish out 6000 points of damage to everything within a 4m radius. Too bad you're at ground zero of the blast ...
ShadoWarrior
Dec 15 2005, 12:27 PM
Damn. I just "invented" a new material originally intended for melee weapons, and it dawns on me that I'm going to have to also use it for new armors. sigh

As if I wasn't already creating enough work for myself ...
UFO_Junkie
Dec 15 2005, 01:23 PM
Hey ShadoWarrior,
As if you did'nt have enough work already, I have a suggestion! (or two)
The TrueShot Vambraces, could you do one of two things to them please? Either
1) Change the Glossery entry so that it says "improves long range skill" rather than "improves skill with ranged weapons"
or
2) Change it so that they actually give a bonus to all ranged weapon skills
Secondly, the selection of vambraces I find to be very limited, as we have (if no one minds the minor spoiler): Projector, TrueShot, Capacity, and LifeDrain. The Projector weapons are well... not really worthwhile IMHO, the TrueShot only helps snipers, and the lifedrain does not seem to work. This means that for any psy girl who does not want to be a sniper, you basicly have to use the Capacity ones.
In order to address this could you look into a new projector weapon or a new set of vambracess. I am not sure what would be possible with a new projector weapon, as I don't know how the game handles this, but maybe a level 3 one that sets the target on fire? (Psychokinesis Projector)
As for a new vambrace, the current ones all effect the psy girl herself, so in order to maintain this idea, maybe something that increases, for example, her dodge skill? (Fluid motion vambraces?)
Thanks for all of your work (I am still testing things in your mod, but have less time right now)
ShadoWarrior
Dec 15 2005, 01:39 PM
QUOTE (UFO_Junkie @ Dec 15 2005, 07:23 AM)
As if you did'nt have enough work already, I have a suggestion!
No problem, bring them on!
QUOTE (UFO_Junkie)
Change the Glossery entry so that it says "improves long range skill" rather than "improves skill with ranged weapons"
Done (for v2.15). thx
QUOTE (UFO_Junkie)
Secondly, the selection of vambraces I find to be very limited
As for a new vambrace, the current ones all effect the psy girl herself, so in order to maintain this idea, maybe something that increases, for example, her dodge skill? (Fluid motion vambraces?)
I'll work on it. Thanks for the suggestion(s)!
EDIT: see change list for the upcoming v2.15 ...
Variable
Dec 15 2005, 04:28 PM
New armour you say?! There was a mod somewhere that changed the armour textures wasn't there? If i'm remembering that correctly shouldn't it be possible to give the new armour a different look (without having to change the model etc)?
While you're thinking of new single handed energy weapons, consider making it a particle weapon, i have no idea what KIND, but it would make the exotic particle research more useful (and prevent people getting them too early).
Also the name of the exotic particle weapon blueprints research is not capitalised.
ShadoWarrior
Dec 15 2005, 05:58 PM
QUOTE (Variable @ Dec 15 2005, 10:28 AM)
Also the name of the exotic particle weapon blueprints research is not capitalised.
Thanks. I'd already spotted and fixed it for v2.15.
kurim
Dec 15 2005, 06:01 PM
i found back to forum *g*
how about a soul katana with psi damage? btw laser or lightsabers are out ^^
find a bug i think, the underbarrel shotgun has a at the XM8 a range of 40 and a hit rate of 100% on total range and in highspeed aiming is it the same.
so i think its not normal and it maks 1814 dmg on this range
Sadist
Dec 15 2005, 07:37 PM
After installing this mod, i can never get psionics to contact me in-game, after completing the cyborg mission.
I wonder if its a byproduct of the 1.1 patch or what. It's really annoying.
Glacialis
Dec 15 2005, 07:55 PM
Sadist: Keep in mind that it's not a cyborg "mission", it's simply you expanding close to a cyborg-controlled area. I usually make a beeline for the UK in order to contact the Psi gals, that and it lets you link 3 bases with very, very few tracks. And you get sea tracks!
Oh, and the mod has nothing to do with it.

Kurim: Lightsabers out, yeah. But "laser" damage in a melee weapon? Quite easy actually. Same principle as a stun gun -- the kind you push into someone and zap them with. Same principle as the infrared sensors that detect whether you walk into a retail store. It won't look like a sword, especially one asmodelled in the game, so you'd definitely have to get a new model if one were to include such an idea in the game. or use your imagination, either or.
ShadoWarrior
Dec 15 2005, 08:03 PM
QUOTE (Glacialis @ Dec 15 2005, 01:55 PM)
But "laser" damage in a melee weapon? Quite easy actually. Same principle as a stun gun -- the kind you push into someone and zap them with.
The Taser and Flatsterprod in my mod use the "Laser" damage type.
roglok
Dec 15 2005, 08:13 PM
along the same lines as those, wouldnt it be easy to overpower the Taser and make a lethal version for commandos?
ShadoWarrior
Dec 15 2005, 08:24 PM
QUOTE (roglok @ Dec 15 2005, 02:13 PM)
along the same lines as those, wouldnt it be easy to overpower the Taser and make a lethal version for commandos?
First, a commando wouldn't want to use a Taser as it's a ranged weapon with a sucky range. They are by far more effective with a regular edged weapon. Second, the Taser (and it's cousin, the Flatsterprod) are already "lethal". Third, if I did increase the power output, it would result in a weapon that only had a couple of shots before you'd drain the built-in (non-removable) battery pack, drastically reducing any desire to want to carry one into combat. Last, but not least, the Taser and Flatsterprod are supposed to be "noob" weapons that you'd use as a stopgap until you have better stuff.
EDIT: oh, and one final comment - making them more powerful would screw up the early game balance.
ShadoWarrior
Dec 15 2005, 08:33 PM
I'm curious about something: do you guys read the nice Glossary descriptions I painstakingly write for each new item and tech? Just wondering, since no one's ever mentioned them (that I recall).
Sadist
Dec 15 2005, 08:38 PM
Are you kidding? Reading the glossary is the best part of the game (well, close to best. There's also the "blast that fgt alien to bits" part)
Glacialis
Dec 15 2005, 08:39 PM
Aye. Just restarted again -- I love the early/mid-game! -- so I need to work my way back up, but I believe I've checked out everything except for the particle research and the new advanced psi items.
kurim
Dec 15 2005, 08:43 PM
@shadow
u see this ->
find a bug i think, the underbarrel shotgun has a at the XM8 a range of 40 and a hit rate of 100% on total range and in highspeed aiming is it the same.
so i think its not normal and it maks 1814 dmg on this range
i think it was not planed by u right?
Phoenixwcu
Dec 15 2005, 08:45 PM
I read the glossary to and love having entries for all the new stuff. And of course the correction you made to the existing entries. Oh and changing dress-armor can't thank you enough for that.
ShadoWarrior
Dec 15 2005, 08:48 PM
Kurim, thanks for trying to be helpful, but several people reported the problem several days ago in this thread. It's a bug in the game itself. Please read all the posts in this thread from the last time you were on this forum until you came back, that way you won't re-report problems or ask questions that have already been answered. thx
ShadoWarrior
Dec 15 2005, 08:51 PM
QUOTE (Phoenixwcu @ Dec 15 2005, 02:45 PM)
Oh and changing dress-armor can't thank you enough for that.
You have no idea how much that irritated me, and for how long. It took me a while to find where to change it. As should be brutally obvious by now, I'm a perfectionist when it comes to well-written English. The AS Glossary has been a continuous annoyance. I'm *still* cleaning it up ...
Yogo
Dec 15 2005, 09:14 PM
There are plenty of new weapons in this mod and some old ones are now stronger... but the enemies (wargots for example and their weapons) are now more dangerous. So, did the overall game difficulty change? Did it become more challenging? (I hope so

)
kurim
Dec 15 2005, 09:18 PM
ups sry,
but 46 sites of text are many to many ^^
but it is nice i will it equip alle weapons
ShadoWarrior
Dec 15 2005, 09:48 PM
Updated the mod to version 2.15!
(please see first post in thread for download link)
Added new techs related to Duralloy metal, used for upgraded melee weapons and armor. The new weapons do about 20% more damage -- of damage type "Hard" (not "Blade"), weigh half as much, and are faster to swing. The new armors are 40% lighter, tougher, and the new heavy armor now comes with a body slot (regular heavy armor lacks one).
A new vambrace (as requested by UFO_Junkie) that improves Dodge.
The silencer still won't make the proper sound. Seems to be a bug in the game that I cannot mod around. Sorry.
Have fun with the new toys!
roglok
Dec 15 2005, 09:55 PM
I've taken a look at the 20mm underbarrel nades (cant use the mod yet, havent finished the game even on my cheatmod

), perfect ideas for diversity, but I havent seen a change (reading 2.15 changelog) in the range for them, so they still shoot in the same stupidly high arch and land oh 10 meters away.
Still the same damage for the normal 20mm nades? same for range and firecracker damage?
(sidenote: shouldnt they be called indirectly 40mm grenades taking from m203's? or are they referring to the front-loaded Russian version?)
-max-
Dec 15 2005, 10:01 PM
roglok - technically, the grenade launchers are versions the laputians manufacture, so they could be anything
ShadoWarrior
Dec 15 2005, 10:03 PM
QUOTE (roglok @ Dec 15 2005, 03:55 PM)
Still the same damage for the normal 20mm nades? same for range and firecracker damage?
Unchanged.
QUOTE (roglok @ Dec 15 2005, 03:55 PM)
(sidenote: shouldnt they be called indirectly 40mm grenades taking from m203's? or are they referring to the front-loaded Russian version?)
I think the devs at some point got confused by the 20mm of the now-defunct OICW. The XM25 uses a 25mm shell, and all other GLs (AFAIK) use 40mm.
roglok
Dec 15 2005, 10:15 PM
QUOTE (ShadoWarrior @ Dec 15 2005, 10:03 PM)
QUOTE (roglok @ Dec 15 2005, 03:55 PM)
(sidenote: shouldnt they be called indirectly 40mm grenades taking from m203's? or are they referring to the front-loaded Russian version?)
I think the devs at some point got confused by the 20mm of the now-defunct OICW. The XM25 uses a 25mm shell, and all other GLs (AFAIK) use 40mm.
hmm, in that case, I've got a feeling that a weapon realism mod isnt too far off...
yeah, I'm a perfectionist :/ even if I get killed by overpowered weapons, I dont care, I still wanna see the weapons perform like their real-life counterparts.
ShadoWarrior
Dec 15 2005, 10:23 PM
QUOTE (roglok @ Dec 15 2005, 04:15 PM)
I dont care, I still wanna see the weapons perform like their real-life counterparts.
You don't want that. Most of the weapons in the game should have effective ranges that are as big as any of the maps (the MP7, for example, is "effective" to 200m). And the real blast radius of a HE explosive warhead (from a missile) would cover half a map. Grenades should be tossable for dozens of meters.
At least AS isn't as unrealistic as JA2, where soldiers can take multiple .50cal rounds to the head and remain standing.
A real .50cal round removes a head completely (the hydrostatic shock causes the head to literally explode), and the effect on a torso is almost as bad.
LimXC
Dec 15 2005, 11:04 PM
The body slot for the Duralloy heavy armour does not work.
I edited the mod so that my starting equipments include 1 Duralloy heavy armour, 1 infravision helmet add-on and 1 power shield body add-on. I started a new game with the edited mod. When I go the compose screen for the Duralloy heavy armour, there is only one slot and only the infravision helmet add-on is shown. There is no way for me to put a power shield on the armour.
I have previously tried to give the heavy armour a body slot. The only way I could do that was to change the helmet slot into a body slot with the following changes:
inventorypanel STR "OtherCompose"
ListOfReceptPoint ARRAY 1
INT 15 ;"Armour slot"
Unlike the cyborg advance body, when I add a power shield to this edited armour you can see the shield's box on the armour and the shield's sphere just like when you do the same on the light and medium armour.
ShadoWarrior
Dec 15 2005, 11:15 PM
QUOTE (LimXC @ Dec 15 2005, 05:04 PM)
inventorypanel STR "OtherCompose"
ListOfReceptPoint ARRAY 1
Please try this:
inventorypanel STR "OtherCompose"
ListOfReceptPoint ARRAY 2
INT 12 ;"Helmet slot"
INT 15 ;"Armour slot"
and if that doesn't work, please try:
inventorypanel STR "LightArmour"
ListOfReceptPoint ARRAY 2
INT 12 ;"Helmet slot"
INT 15 ;"Armour slot"
and let me know what you find. thx
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