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Messages - KingMob4313

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526
Work In Progress / Re: Equal Terms Mod for OpenXcom
« on: June 27, 2014, 04:13:42 am »
KingMob, I wanted to contribute more than just critics, so here's a modification of your ruleset which looks better as an OpenXCOM mod. It implements the above recommendations, plus:

For changes that modify only a few fields of an existing item, I kept only lines that change something. Personnally, I also keep the "original value" as a comment, I think it's friendlier as a reminder, and helps user see what the MOD brings.
Added  some listOrder numbers so that the items are listed "in the right place" in lists, especially if other mods insert weapons.
Defined a "starting equipment" which brings the right clips with the weapons
Added strings for the new ammo types

Hey! Much appreciated with the help and the recommendations.  I was already attrib-ing you in the readme in preparation of doing the code changes.  I'm sorry I made a mess of things, but I'm coming from the modding days of Xcom where you could only really replace items, rather than add items.  So the 'new' weapons ended up replacing the weapons that were already there, since the served similar roles.

Everything you are saying makes perfect sense.  Keeping original values keeps me from having to go to ufopedia to look up the original stats.

I'll be working to incorporate this for a version 0.86, which will include the DMR, SMG and Incendiary grenades.

Thanks again.

527
Work In Progress / Re: Working on an autofire 'kick' stat
« on: June 26, 2014, 09:34:44 am »
True, but he proposes a mechanics that depends not only by weapon, but also by Strength. This is interesting in itself.

I think it's pointless to make a mechanics that is largely unnoticeable... Firing SMGs on autofire is surely unreliable. :)

True enough about the largely unnoticeable.  This will require a ton of testing to get right. At least, much more than the range based accuracy that Seb put into UFOextender as a lark.

528
Work In Progress / Re: Equal Terms Mod for OpenXcom
« on: June 26, 2014, 09:32:00 am »
On mod site, perhaps should you add some warning at end of your short description. Something like "TO AVOID ISSUES, PREFER NOT TO USE WITH OTHER WEAPONS MODS"
(also in a better english...)



Bawooop.

Will do.  That's a very good point.  I will also switch around folder and pathnames so that they do not conflict.

529
Warboy1982, you are a ninja.

Thank you.

530
Work In Progress / Re: Equal Terms Mod for OpenXcom
« on: June 26, 2014, 04:34:03 am »
Progress keeps soldiering on.  Added a pair of shotguns based on Warboy1982's code, graphics to the sniper rifle from Toshiaki2115, Warboy1982 and new sounds from the gun range to the sniper rifle.

I am also at work on a Designated Marksman Rifle and an SMG, which I'll put through the test ringer before I release.

531
Work In Progress / Re: Working on an autofire 'kick' stat
« on: June 26, 2014, 04:05:14 am »
You mean per bullet? So a 5-bullet shot from an SMG would have the last bullet at -30% accuracy or so?

Per bullet, yes.  But that would be for something wildly inaccurate, like a .45 mac 10 one handed.

For something more full sized, it'd be much less.  Also, that number would be modified by strength.

For something like an LMG, it would be around 1-2 points at most. 0 for the very strong.

532
Wow, timely thread.

Thanks for the help everyone. I just gotta clear an issue with 'Error   247   error RC1015: cannot open include file 'afxres.h'.' and I'll be compiling. I just need to get the foundation classes.
'

533
Work In Progress / Re: Working on an autofire 'kick' stat
« on: June 26, 2014, 03:19:02 am »
I was thinking that it would use a weapon weight, kick and strength combination to determine final recoil numbers.  Would be no more than 7-8 % reduction in accuracy per shot for weapons that have wild recoil like a machine pistol, or a full .45 caliber Mac-10 and the like.

534
Work In Progress / Working on an autofire 'kick' stat
« on: June 26, 2014, 02:40:03 am »
Going to be looking into working on the autofire method today to see about creating a 'diminishing returns' recoil mod for autofire, where each shot after the first decreases the accuracy.

After I look at that, I will be looking into making it so that it is a stat you can set in the yaml rul files so that mods can use it.

Anyone else interested in this?

535
Work In Progress / Re: Soldier stat editor?
« on: June 26, 2014, 02:36:15 am »
If you'd rather have an actual record control and soldier entry, I could see about coding one up...

536
Work In Progress / Re: Equal Terms Mod for OpenXcom
« on: June 24, 2014, 06:17:37 am »
Took a look at the weapon specs and looks interesting.  Some things at first glance I was like "really?" but of course it's completely unfair to make comments like that before trying it.  I'll look forward to trying it out in the game.

Just wondering about the choice to add the HE/I rounds to the SAW, though that is a nifty and interesting option.  If you add a the grenade launcher into it, then that would give you those options while letting the machine gun it's role.  Something to think about.  It'd also be really cool to supply new graphics for the "new" weapons. 

The HE/I rounds are to mimic the old rifle-launched grenades.  There's an oversight, where I left the grenades off the sniper rifle as well.  Each 'mag' for the HE/I only hold one shot, so it's very limited.

https://en.wikipedia.org/wiki/M7_grenade_launcher is an example of one in real life.

Also, there is some balance breaking here, the power weapons are doing much better damage compared to before (the assault rifle and sniper rifles are especially guilty), with the assault rifle doing more than the vanilla auto cannon's AP rounds.  But it's to draw a different balance than what is seen in the vanilla game, where for certain soldiers or playstyles, you might want to take powder weapons deep into the game, maybe all the way to Cydonia!

Quote

I guess I'm in the minority but I really like the heavy and auto canon of the original (though not the graphics so much) and will miss them, particularly the auto canon loaded with HE for rookies who can't hit the broad side of a barn.  'Course, you also need to stand back when they let loose.  Don't know how "realistic" that is, but I like it.  :)

I do like those too, the insane randomness of two guys in a hallway, firing HE rounds everywhere like a drunken fireworks show.

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Thanks for sharing.

Thanks for the feedback!

537
Open Feedback / Re: Question about fire.
« on: June 24, 2014, 05:04:01 am »
https://www.ufopaedia.org/index.php?title=Incendiary#Damage

I was about to grump on this post, but I see that Zombie has done a ton of research on the subject since the funky fire bug was fixed.  Very interesting, and I would assume that the fire is emulated in the same way as the original game once the funk was patched?  Awesome.

538
Work In Progress / Re: New weapon graphics
« on: June 24, 2014, 04:29:43 am »
This thread is now a sprite repository for modding purposes. I'll try to constantly update this thread with new sprites and I can also take sprite requests too. The sprites I'll be posting here will be mostly for new ideas, rather than replacements of the old sprites.




Standard-Issue Weapons
Combat Knife / Pistol / Assault Rifle / Sniper Rifle


As others may have asked, do you have links to the other ob views for battlescape and the like.

Also, do you take commissions?  I could use a graphics set for a light machine gun and a sub machine gun.

539
Work In Progress / Re: Equal Terms Mod for OpenXcom
« on: June 24, 2014, 04:24:19 am »
Just added a link to my mod at https://www.openxcom.com/mod/equal-terms

540
Work In Progress / Re: Equal Terms Mod for OpenXcom
« on: June 24, 2014, 03:55:56 am »
Welcome KingMob4313! I like the idea of gradually lowered accuracy after each fired shot with chemical propellent weapons or any weapons with significant recoil on that matter!

I've always appreciated work you put in ETM, although have never felt the need of introducing real ammo or weapons equivalents to the game. There are of course those who like it I just think Pistol, Assault Rifle, LMG work good as well!

Much appreciated.

The awesome part about this mod is that now, with everything exposed, I can modify the game to my taste and expand things wildly, although it seems others have beat me to it, with the awesome mods I've been seeing!


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