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Skullhunter

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  1. Skullhunter

    AMK Weapon Add-on - WIP

    That one is all ready in. The total of AK-74 variants is four, two folders and two solid-stock models.
  2. Skullhunter

    AMK Weapon Add-on - WIP

    There's a problem with the new textures in static lighting that causes objects to look like they're covered in plastic wrap. So far it looks like we've managed to fix it. Also, I've just finished adding a few more AK-47 variants including one of the stamped-steel receiver ones and one with a folding stock and two more AK-74s with folding stocks. I won't be able to get much more done today because I have to work at 5:30AM tomorrow
  3. Skullhunter

    AMK Weapon Add-on - WIP

    silver's doing some testing for me, trying to iron out some texture issues with static lighting. I still need to add a few more weapons, mainly the Tokarev pistol and the PPSH smg. Random loadouts seem to be working really well and silver says the guns feel really good in-game plus she's having fun trying to track down all the new uniques.
  4. Skullhunter

    AMK Weapon Add-on - WIP

    That's because I'm busy working on stuff. Finished adding the SR25 and Galatz sniper rifles as well as the 7.62x51mm ammo for them. All that's left as far as weapons that need to go in are a few AKM variants, the Tokarev pistol and the PPSh submachinegun. Cordon, Garbage, Agroprom, Bar, Dark Valley and Army Warehouses have been converted over to the new and more efficient randomization scheme and the respawning NPCs are covered as well. Yantar, Brain Scorcher, Pripyat and Stancia shouldn't take too long to set up. Descriptions for the new guns and ammo also need to be done. I discovered a few more textures that need fixed bumpmaps and parallax maps, but not many of them. Eventually I'm planning on using acdc.pl to dissect the all.spawn so I can have some REAL fun with you lot And that's the state of the mod right now. As usual, I will get in as much work as I can before I have to go back to my real job. Hey, the DPMS AP4 carbine I have on lay-away ain't gonna pay for itself you know.
  5. Skullhunter

    AMK Weapon Add-on - WIP

    Remember, there are no Skorpions just yet. The Vz58 is fairly common, since it's pretty much just a dirt cheap AK clone. I have completely reworked randomization and I've actually managed to make it easier in the process of trying to create group-specific loadouts. Loners have crappy guns at lower ranks (rookie, experienced) but they get much better gear and a wider variety of it at higher levels (veteran, expert). Bandits have similar loadouts, but with a lesser variety since they're scavenging off everyone else. The military and Duty have fairly similar loadouts. The Mercs have more Western weapons this time out with a few exceptions; notably missing from their loadouts are any weapons manufactured by HK. This was a creative decision to reflect a real-world falling out between HK and the mercenary, excuse me, security contracting, group Blackwater USA. Freedom has a much nicer selection of weapons than just about anyone, to reflect their looting of the Army Warehouse area as well as their close proximity to the more dangerous areas of the Zone. Lastly, the Monolith cult has many of the better weapons, likely added to their stores by those who've managed to fight nearly all the way to Pripyat only to succumb to the call of the Monolith themselves. The AK-10x weapons will only show up in the hands of higher-ranking NPCs, usually Spetsnaz. The RPK, PKM and MG36 LMGs will also be pretty rare. Also, following silverpower's advice I've converted the RPK-74 into an RPKM chambered for 7.62x39mm, due to the fact that there never was an RPK-74 manufactured with a drum magazine. And I've completely redone the hit power, bullet speed, fire distance, silencer hit power, silencer bullet speed and silencer fire distance for every single weapon in the game as well as reworking the stats for the majority of the ammo. Now if you decide that you're going to use AP ammo, understand that you'll be sacrificing damage for the ability to penetrate armor. Hollowpoint ammo will increase damage but at the expense of armor penetration. I've used the statistics of each weapon's real-world counterpart wherever possible. I should also be done phasing out the vanilla Stalker silencer in favor of caliber-specific suppressors relatively soon. I'll give you folks some more updates as I can.
  6. Skullhunter

    AMK Weapon Add-on - WIP

    Lucan, if you can track down the exact name I'll see if I can fix it as well as trying to figure out what's causing it. As far as the AK series guns, they are all pretty different; though some have similar calibers and looks, some are short carbine variants for those trying to economize on weight, some are chambered for 5.56 instead of 5.45. Plus it adds more variety over the predictable vanilla loadouts.
  7. Skullhunter

    AMK Weapon Add-on - WIP

    Not a problem. The guns currently added to AMK-A are as follows: AK-47(SVD-style stock) APS Stechkin RPK-74 AK-101 AK-102 AK-103 AK-104 AK-105 AK-107 AK-108 Steyr AUG 1 Steyr AUG 2 FAMAS G2 FAMAS P3 FN FNC SIG 552 Commando HK G36C HK G36K HK MG36 Galil AR Galil MAR M16A1 Colt Commando XM177E2 M16A2 M16A3 M16A4 M4 Carbine MP444 Glock 18c Glock 18c Expert Saiga 12K Valmet RK95 Vz58 Also, the following guns from vanilla have new models: AK-74 (2 versions) AK-74U (3 versions) AN-94 Abakan Colt 1911 HK G36 SIG 220 HK USP Compact SIG 550 Beretta 92F Walther P99 Browning Hi-Power PB Pistol PM Pistol Fort12 OTS-33 Pernach SVD I'm also working on phasing out the generic silencer that magically works on all weapons in favor of the caliber and weapon style specific suppressors from Arsenal RC1. The new SVD has the option for iron sights or a scope that uses the original AMK scope texture. As far as I know, no one's done a replacement for the SVU just yet.
  8. Skullhunter

    AMK Weapon Add-on - WIP

    I actually don't even have Clear Sky yet. Also, it would depend on whether or not the new models from the Arsenal team can be directly dropped into CS or if CS requires something for models that SHOC doesn't. But, having a complete version of AMK-A would probably make transferring it over to CS a lot easier if it's possible. Right now, I just finished all the new icons I need, so now I'm heading over to Sid's to test 29 weapons.
  9. Skullhunter

    AMK Weapon Add-on - WIP

    Good news everyone. I'm not dead. Sorry I've been away for so long but real life stuff has been a bit crazy. We're down three people at work, I've only got a few weeks to get my apartment in shape before cold weather hits, I'm trying to get up enough money to afford a space heater and a dehumidifier, plus I've had some relationship issues happening. I've been a bit on the busy side. But I've finally gotten a bit of a breather so I've spent almost all day working on AMK-A V2. I've managed to do the preliminary coding for 29 of the new weapons and right now I'm taking a little break before I start working on all of the textures. There's about 126 of them that need to be moved, annotated in textures.ltx and then half of them need bump#.dds files to go with them so your computers don't choke when S.T.A.L.K.E.R. tries to create them all on its own. Then there's weapon descriptions, randomizing, inventory icons and trader placement. After I've got all that done, I'm going to dig into the code and rework the ballistics and pricing for all the weapons in the game. silverpower helped me solve the pistol problem Hamish mentions; I accidentally used an ef_weapon_type number for the Fort12 and some other pistols that causes NPCs to favor them over every other weapon type in the game. This has been completely corrected in V2. I've also made some improvements to the new weapons that should eliminate the problems others have encountered with Arsenal RC1, like the previously mentioned bump#.dds files and also the "shooting at the sky" bug some people have encountered with NPCs that are using AK-platform weapons. I'll try and keep you guys more regularly updated when I can.
  10. Skullhunter

    AMK Weapon Add-on - WIP

    That's the ltx file for the AK-47 rifle. If you've installed the previous versions, it should still be there. If it isn't, you should probably download V1, V1.2 and V1.31 and install them in that order.
  11. Skullhunter

    AMK Weapon Add-on - WIP

    I think I've seen some stuff about the resolution incompatibility affecting other mods and their inventory setup. Not sure how to fix it though. I'm glad we've managed to hammer out all the problems with weapon selections. I've noticed in recent playtests that they are a lot deadlier, not perfect, but definitely more dangerous than usual. Hopefully the new armor descriptions will help you make good choices for protection Well, if there's no other problems that pop up, there's only going to be one more patch and it will be a very small one; EggChen finished adding the P90 shells to the base AMK particle file so the next release will only be three small files. After that I'll bundle all of it together into a full download version and then I'll be working on V2 full time.
  12. Skullhunter

    AMK Weapon Add-on - WIP

    V 1.31 update available: Randomization of weapons with addons (scope, silencer, grenade launcher) now working properly NPC ammo carry ammounts decreased Armor descriptions reworked and rewritten - now the protective value and addons (nightvision) for all the available suits of armor are listed right in the inventory descriptions. No more expensive guesswork or reloading of savegames when making your next armor purchase Weapon min_radius and max_radius has been fine-tuned further to encourage proper weapons discipline in NPCs Unfortunately at this time I am still unable to track down or replicate the random crash bug some people have reported. I apologize if this bug affects you but if you can, please let me know what version of the game you're running and post the last five or six lines of your error log on my thread either on the GSC or AMK-EN boards. AMK Arsenal Patch to V 1.31
  13. Skullhunter

    AMK Weapon Add-on - WIP

    I actually updated it days ago, before all this crash business. Servalion, as far as the new ammo box textures, for that you do have to start a new game for them to look right. If you use an existing game, the paths for the world models are somehow locked in and you'll get weird stuff happening. I found this out a while back when I tried to change P90 models in mid-game and I ended up with my hands stuck inside the model in third person view. Well, I've gone through every single include file packaged with 1.3 and I can't find the source of any errors. I have cleaned stuff up a lot, made sure everything is using the same syntax and reduced the ammo counts so ammo isn't quite so plentiful anymore. Also, I've managed to fix the syntax for weapon addons in include files so now NPCs that are supposed to have addons will have them; this fixes the missing ACOG bug that Servalion mentioned a page or so back. For right now, I have to go in and adjust the x and y offset for grenade launcher icons in the inventory display. After that, if I can't get any more info on this crash bug or duplicate it myself I'm going to go ahead and release V 1.31 later tonight and hope I've fixed it without realizing it.
  14. Skullhunter

    AMK Weapon Add-on - WIP

    I'm trying to locate the source of the problem but I've got about 313 files to look through. So far none of the bandit xml files contain any string that's even remotely like the one Servalion posted. I would've thought that it could be character_desc_simulation.xml, but I'm not finding anything in that either. I'm going to start a new game here and see if I can duplicate the error on my machine and maybe get a better view of what's going on. Also, if anyone getting the crash problem can post the last few lines of their log here, that might help also. Update: silverpower and I have thus far been unable to replicate this crash. She has a suspicion that it might have something to do with the syntax used in some of the include files for weapon randomization so I'll be changing it later today and then I'll re-release as Version 1.31. Also, I need to know what version of the game you guys are running, that might help too. Unfortunately, that's all we can come up with at this point.
  15. Skullhunter

    AMK Weapon Add-on - WIP

    Patch to V 1.3 now available AMK Arsenal Patch to V 1.3 Fixes in this patch: P90 suppressor sold in Yantar now compatible with default gosuke P90 P90 temporarily changed to use default particles to prevent game crashing until EggChen fix is available for AMK Pistol max_radius decreased to prevent NPCs from thinking they can kill anything that moves with a pistol PB and PM pistols now can only use 9x18 FMJ ammo Army Warehouse and Bar randomization adjusted Bandit randomization adjusted to drastically reduce occurance of MP5s Changed PMM ammo to +P instead of +P+ General cleanup in weapon and ammo descriptions More weapon descriptions added/fixed .357 Magnum Desert Eagle damage corrected Features added: +P+ hotloads for 9x18mm guns new inventory icons and new ammo box textures for all new ammo types by IceBurner respawn character randomization added to Bandits, Duty, Mercs, Loners, Freedom and Monolith Instructions: Unzip this archive into your S.T.A.L.K.E.R. - Shadow of Chernobyl folder. Okay any overwrites of existing files. It is possible that the patch may take effect immediately without the need to start a new game but I cannot guarantee this 100%. If you wish to use/update Weapon Randomization, remember to copy the "gamedata" folder in "Randomized Weapons for AMK" to your main S.T.A.L.K.E.R. directory. Additional info: Disable healing with food - unfortunately this mod does re-enable healing with food, but it's easy to fix. Go into gamedata/config/misc/items.ltx and find the following items: [bread], [kolbasa] and [conserva]. Under each item, find the line "eat_health" and change the value to 0. Scope textures with different resolutions - If you installed the previous patch to 1.2 (which you should have, if you haven't, stop reading this and install it first), you will have every scope texture in every available resolution. Now some of you are on widescreen, or maybe you just want the best one for the resolution you run S.T.A.L.K.E.R. in. So, I'll explain how to set that up properly (in the patch readme of course).
  16. Skullhunter

    AMK Weapon Add-on - WIP

    Servalion, Don't make yourself nuts adding the Arsenal replacers for the vanilla Stalker weapons. I'll be doing that soon enough. As far as the pistol problem, I've set their max_radius for pistols REALLY low, to 5, and now they only seem to use the pistol when they've managed to sneak up on me real close. I'll also need to check into this thing with the ACOG not showing up on the HK416. I may have changed the syntax since that version but I'm not sure. I am also going to be doing MAJOR work on all the weapon damage and accuracy stats starting next week. DE ammo of all calibers has been added to death_generic.ltx and all appropriate related files so it should start showing up randomly in dead NPC inventories in certain areas. The guns themselves are also far less common now, but there is only so much I can do with NPC loadouts since many of the NPC profiles end up used for multiple characters. Patch to 1.3 might be done tomorrow, depends on how much I can get done and if the power goes out because of the storm coming in.
  17. Skullhunter

    AMK Weapon Add-on - WIP

    silverpower helped me discover the problem, the guy I equipped with the 416 is actually not in the game. 1.21 will address this issue as well.
  18. Skullhunter

    AMK Weapon Add-on - WIP

    As per Servalion's suggestion, I'm re-adjusting the max_radius on all pistols to five meters. And yes, Servalion, the distance readout in the HUD crosshair does correspond to meters. Now, the mystery merc with the HK416. His name is Tyran, and I'm pretty sure he's part of the crew that goes after Kruglov in Wild Territory. I'm going to see if I can speed-run to WT and try to find him; if I can't I'll shift the gun to someone else. The SVD may be caused by the same thing that gave Zhorik an RPG7 at the Bar. silverpower says they sometimes trade at the beginning of a load, and this is occasionally responsible for some stuff ending up where it shouldn't. Lucan, shit, I have no idea what could have caused that. Unfortunately it looks like the crash logger decided to be really vague about the cause. Well, I'm officially at my friday, so I can try and devote some more time to 1.21 before I get to the serious work on V2.
  19. Skullhunter

    AMK Weapon Add-on - WIP

    I'll make this easier until I get 1.21 done, and list all the changed weapons and the new max_radius for all of them. AK74U - max_radius = 75 Benelli - max_radius = 25 Beretta - max_radius = 25 Bizon - max_radius = 50 BM-16 - max_radius = 25 BM-16 full - max_radius = 35 Colt 1911 - max_radius = 25 Desert Eagle - max_radius = 25 Desert Eagle .357 - max_radius = 25 Fort 12 - max_radius = 25 HPSA - max_radius = 25 Kriss Super V - max_radius = 50 MAC10 - max_radius = 50 MAC10 .45 - max_radius = 50 MP5 - max_radius = 50 MP7 - max_radius = 50 OTS33 - max_radius = 50 P90 - max_radius = 50 PB - max_radius = 25 PM - max_radius = 25 Saiga12 - max_radius = 35 Sig220 - max_radius = 25 TMP - max_radius = 50 SPAS12 - max_radius = 35 TEC-9 - max_radius = 50 TOZ-34 - max_radius = 35 TOZ-34 short - max_radius = 25 USP - max_radius = 25 Winchester1300 - max_radius = 25 Also managed to fix the Bandits with MP5s problem. Seems I missed a line in char_desc_garbage, but that's taken care of. I'm almost done with all the respawning NPCs and I'll see about finishing up the remaining areas in the game.
  20. Skullhunter

    AMK Weapon Add-on - WIP

    Yeah, that's my fault, their pistol max_radius is set too high. 1.21 will fix this along with a major overhaul and expansion to weapon randomization. For now, if you want, open each of the ltx files for pistols and change the attribute for max_radius to 25 instead of 50. This includes the BM-16 sawn off and the short TOZ-34; the max_radius entry for the short TOZ-34 is at the bottom of the ltx file for the full size version. I'm also adjusting shotguns and SMG but this will cure the NPCs of the delusion that they're all at a pistol competition.
  21. Skullhunter

    AMK Weapon Add-on - WIP

    Okay, I'll narrow it down a bit, but you might have to go back to a much earlier savegame. It's in Wild Territory and if you're in Pripyat, you've probably all ready killed the guy who would have spawned with it. I haven't encountered the continual super-blowout you mentioned, but I'll see if there's any way to shut it off for good.
  22. Skullhunter

    AMK Weapon Add-on - WIP

    Actually, that's no mistake. The HK416 is in V1. It's a unique and there's a slight possibility that you've all ready gone past the point where it would show up. And rest assured, all the needed files are present. Also, glad that Army Warehouses is unscrewed for you. I will likely continue to track down and eliminate whatever bugs I can. As far as the preference for AKS-754Us, they rank higher than combat shotguns simply due to ammo capacity and longer range. But it's encouraging that the new weapon class setup is working well. If anybody has any questions, I'm heading over to IRC #stalkerdev on GameSurge.
  23. Skullhunter

    AMK Weapon Add-on - WIP

    Excellent, that's exactly what I was trying for. Now, since I actually got back in here after not being able to for days, I have some interesting news We're patched up to Version 1.2 now. From the readme: AMK Arsenal Patch to 1.2 release for AMK Arsenal 1.0 Fixes in this patch release: Fixes from patch 1.1 - SKAT-10 armor restored Combat Chaser (unique Winchester 1300) description restored Features added: Comprehensive weapon classes - Now NPCs won't behave like idiots and keep their crappy sawed-off shotgun or TEC-9 equipped when you hand them something nicer, like the LR300. All available weapons have been divided up into new rank classifications according to ef_weapon_type and now NPC weapon choices will actually make frickin' sense for a change. NPC weapon radius adjustment - weapons now have a better system of min_radius and max_radius, allowing NPCs to switch to appropriate weapon types based on range-to-target. Yes, this does mean that if someone with a sniper rifle is aware of you, they can target you at greater distances and it also means that in close combat they will switch to more appropriate weapons if they're present in the NPCs inventory. Now you'll be shot at by guys using the right weapons for how far away you are. Fixes only in this patch - All scope texture resolutions to try and stop missing texture crashes. Correction to tags in string_table_enc_weapons.xml(thanks to kme and Tristan for figuring it out) Instructions: Unzip this archive into your S.T.A.L.K.E.R. - Shadow of Chernobyl folder. Okay any overwrites of existing files. It is possible that the patch may take effect immediately without the need to start a new game but I cannot guarantee this 100%. Yes, you read that right. silverpower and I cracked the weapon selection problems. No more NPCs thinking that shotguns and assault rifles are exactly the same. Even better, we've rigged it so that if they come across a better weapon of the same type (pistol, shotgun, smg, etc.) they'll switch to the better one instead of keeping their current weapon. I think you'll dig it. AMK Arsenal Patch to V1.2 I'll be working on the adjustments and updates to weapon randomization this week and then some fine-tuning on weapon stats. That stuff will be in the next patch. After that I'll be working on V2 which will include selected content from Arsenal RC1. Also, IceBurner has joined the team and will be doing some new textures for us for ammo boxes and their icons.
  24. Skullhunter

    AMK Weapon Add-on - WIP

    Thanks mattwla, I've got the rework of Army Warehouses on my to-do list for this weekend. I should have a patch ready by monday that will address all of the issues I've seen with V1 so far. Also, did you notice if anyone in Army Warehouses was walking around with a PKM machinegun? I should also have some results from testing the new weapon prioritization attempts, some adjusted weapon probabilities, new loadouts for the respawn characters and updated weapon and armor descriptions.
  25. Skullhunter

    AMK Weapon Add-on - WIP

    Yes, the armor upgrading of NPCs over time is all xStream's. Also, remember that if you give/sell an NPC ammo for a weapon they have, the game will give them UNLIMITED ammo for the weapon they're using. I think the cutoff is 20 rounds, so always make sure to give them at least 20 or more. Also, if you give them improved ammo (Hydra-Shok, PB1, 7h14, etc) remember to give them standard ammo first. If you don't, I think they get confused. Unfortunately for me, I can't find a Night Star so Sid will give me a rucksack, so I'm stuck hauling around Strelok's Custom AK, Bes' Custom AKS-74U, an RG-6, a 5.45mm Groza, a MAC-10 9mm and a scoped Mosin. There might even be a toaster in there somewhere, as well as enough ammo and bread to keep them all functioning for weeks. Marked One is beginning to feel a bit fatigued. Update, the Groza and other gift weapons did the newbies no good. They still got massacred by the soldiers. It's that corner in camp that they always cluster in, makes them an easy kill for one well-thrown grenade. All the heavy hitters were there when it went off, the rest of them stood no chance even with me sniping soldiers from the roof of the house near where Wolf usually stands.

AMK-Team.ru

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