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AMK Weapon Add-on - WIP


Skullhunter

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Enjoy deciding what the hell devs wanted to achieve with it :) It has 9 pellets like size 0, and in description it says 6mm shot which is size 4 which is 24 pellets. Not to mention what the heck is Zhekan and Dart. I think it's supposed to be Foster and Brenneke slugs respectively. But for dart it could also be a Sabot. It's really messed up...

 

No idea about the names, but the inventory icon for slugs looks like either a Foster or a Brenneke. Dart appears to be something like a single large flechette. Anyways, I changed the values so slugs are now instantly lethal to small critters like dogs and lightly armored guys like bandits. The railway soldiers don't fare well against them either, but you won't be sniping them from 200 meters out since they're not great for long range. I kept the original values for shot dispersion, so they're really better for a close-range punch on something man-sized or larger (think bloodsucker). Boars and larger critters take more than one usually, but that makes sense I think. I also raised the armor penetration value of the dart but lowered its damage. SCIMTR rounds are still superior to any other shotgun rounds, I've shot fleshes with them and then watched them limp around before keeling over from what's probably massive bleeding damage. I also started adding items to some of the breakable boxes in Cordon. And there's a new unique weapon but I'm not telling you what it is :)

 

Also, I've finished integrating PLR for AMK completely (including compatibility for all possible video resolutions, which was really time consuming) making the suggested modifications to the k_impulse values in weapons.ltx where appropriate. More weapons have new descriptions using silverpower's capabilities-at-a-glance format. Eventually I'll do the same for armor, with all of its protective values listed so you don't have to guess at it when you're buying a new suit. I'm trying to keep busy while I'm waiting for the new guns :)

 

Weapon randomization has been improved; now NPCs don't spawn without weapons, even if it is just a crappy PM or Fort12. Sometimes NPCs still spawn with multiple weapons but I figure that still makes sense, backups and all that. I may change some other stuff so it'll be harder to sell expensive guns to NPCs, forcing you to rely on the traders to make a real profit.

 

Aside from all that, I did a small mod for the main menu music in AMK that replaces it with Firelake's Dirge for the Planet. I may release that on its own sometime tomorrow when I get home from work.

 

So that's the status update for now. More updates as events warrant.

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:lol: so skullhunter hows the testing going for the slug rounds

 

See up there a few posts. :)

 

Short story, they're working real well, no more shooting dogs with them and watching the dog run away, now they play dead very convincingly.

 

The hollowpoint slugs and SCIMTR rounds are amazingly deadly. But, of course, they're not very good for long-range shots, so they won't take the place of a good rifle.

 

If I can actually get the time, I'll be doing another alpha release before the next RC for AMK-EN comes out. Little teaser from the next readme:

 

AMK Arsenal Alpha 0.2 for AMK 1.4 EN 2.0 RC2

 

Features:

 

Five new weapons - .357 Magnum Desert Eagle, BM16 Standard shotgun, Saiga12c, Modified Saiga12c and FN P90, all but the first one with their own

 

stats, new models, skins and inventory icons. The BM16 Standard has also been positioned better in the hud so you can't see inside the arms. There's

 

also a new unique weapon that I'm leaving as a secret surprise in this release. Don't cheat and look through the config files, that won't tell you

 

where it is anyway :)

 

Two original weapons reworked - The Desert Eagles have been renamed, have new written information, have slightly altered stats, new firing sounds and

 

are now rechambered for their proper calibers (.44 Magnum and .50 Action Express). The ammo found with the former "Big Ben" pistol in Wild Territory

 

is now of the right caliber.

 

Thirteen new ammo types - .357 Magnum Hollowpoint, .357 Magnum Hydra-Shok, .357 Magnum Frangible, .44 Magnum Hollowpoint, .44 Magnum Hydra-Shok, .44

 

Magnum Frangible, .50 AE Hollowpoint, .50 AE Hydra-Shok, .50 AE Frangible, 12 gauge Hydra-Shok, 12 gauge SCIMTR, 5.7x28mm SS190 and 5.7x28mm SS198.

 

All new ammo types except the first six have their own ammo boxes and icons.

 

Randomized weapon loadouts - Most characters in Cordon now have randomized weapons based on their faction and rank, with certain characters having a

 

choice of weapons no other characters in Cordon will have to start.

 

Varied wallmarks - weapons now leave different marks on surfaces according to their caliber/power

 

New weapon descriptions - All new weapons and some original ones have reworked inventory descriptions using silverpower's format and incorporation

 

silverpower's descriptions with my own. No more having to scroll down to find out the capabilities of your new toy; caliber, ammo types available,

 

available upgrades, built-in modifications and ammo capacity are all listed right at the top.

 

All new weapons and ammo have been incorporated into mp_ranks.ltx, to prevent one of the more annoying causes of game crashes.

 

Optional features:

 

AMK Arsenal with PLR's weapon settings - So far I've found PLR's weapon configs pretty good, even when some bandit erases my face with a sawed-off.

 

To use, open the "with PLR for AMK/gamedata" folder, copy the "config" and "sound" folders inside to your S.T.A.L.K.E.R. gamedata folder, then open

 

the "Arsenal with PLR for AMK/resolution compatability" folder, open the folder that corresponds to the resolution you're running AMK-EN in (800x600,

 

1024x768, 1152x864, 1280x800, 1280x960, 1280x1054, 1440x900 or 1680x1050) and then copy the "config" folder in it to your S.T.A.L.K.E.R. gamedata

 

folder. That last bit ensures your game won't crash when you use scopes.

 

Firelake's "Dirge for the Planet" main menu music for AMK - Surprised no one's done this yet. Open the "Firelake Menu Music for AMK/gamedata" folder

 

and copy the "sounds" folder to your S.T.A.L.K.E.R. gamedata folder. It will also create a folder in gamedata/sound/music called "backup music" which

 

contains the original music files from AMK.

 

Depending on when I do the next release, there may be more included. :)

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@silverpower: I agree with you, but remember, we(Or rather, Skullhunter) need to take all the complicity of real life and write it down in a few values.

 

And that's the rough part of it right there. Without a lot of incredibly complicated code, real-world ballistics are really difficult to simulate. All I can really do is tweak the existing values and hope I arrive at an appropriate conclusion. I have done a lot of rearranging on the shotgun ammo to try and get things set up a little better. Dart rounds now have great armor piercing value but don't do as much straight-up damage as slugs. All of the ammunition types in weapons.ltx now only change a few things regarding weapon performance: effective range, damage, armor piercing value and bleeding. Now you won't have certain types of ammo that blatantly violate the laws of physics by knocking your targets backwards like they just got hit by a speeding car (except the gauss rifle).

 

Once again, I'm off to work, I'll try and get some more done when I get home tonight.

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Yeah, the ballistic model isn't all that great - better than most games, but still needs work on GSC's end to approximate reality closely. You can approximate fragmentation/expansion behavior, armor-piercing ammo and relative damage, but it's highly abstracted.

 

It is better than some games I've seen though.

 

So, I've got all the guns set to their correct prices, this removes the problems with getting them repaired, and all NPCs now have the new weapons and ammos in their buyable list. Since they're more expensive to buy, I have moved all of them to the breakable crates inside the freight thingy next to where you find the wounded guy at the beginning of the game. I'm also considering replacing the AK74U in Strelok's hideout with the full-auto Saiga12, but if anyone has a better idea I'm open to suggestions. Eventually Sidorovich will no longer have the new guns for sale, they'll be in more appropriate locations like the Freedom and Duty bases, Yantar and the Barman's stock, as well as in the hands of random NPCs. I'll do some bugtesting tonight and see if the gun replacement in Strelok's stash causes any problems.

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I always wondered about Strelok's 74, is it even possible to do a modification like that?

 

Oh yeah. It's just not always such a great idea. I'm no machinist, but I'm pretty sure it can usually be accomplished by making the bolt lighter and making the recoil springs less stiff. But I'm also pretty sure that much like tuning an engine to run faster than normal, it results in a lot more wear and tear in a shorter space of time.

 

Anyways, I haven't gotten anywhere near Agroprom, I've been stuck in the rookie camp for five hours while the military continues to slaughter everybody that shows up. I'm hiding in one of the underground shelters hoping I can avoid any possible helicopter action while shooting any soldiers that get too curious. It's pretty ugly, every single one of the rookies is dead, including Nimble. A lucky grenade got Wolf and four other rookies near the fence, then a team of five or six soldiers came in through the front near the bus and started mopping up the survivors. Hopefully they'll bugger off soon so I can head off to Garbage finally.

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so when can we expect another public test?

 

It'll be either Monday night Pacific Time or Tuesday afternoon. Depending on two things, whether or not I get out of work early on Monday night and whether or not the frickin' AI eases up and actually lets me get to Agroprom without half the Ukrainian military on my tail. :)

 

I want to make sure my alterations to all.spawn won't screw up your games first. I will be pretty happy if they work, since that means I'll be able to add new weapons through more than just NPC equipment lists.

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he stole the commanders vodka and caviar. :)

 

Well whatever the cause, I finally made it to Agroprom. Bad news is, the game doesn't like what I did and crashes when loading the underground. Back to the drawing board I guess.

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So no release?

 

Back to the BG I guess :(

 

No release tonight. Release for sure Tuesday since I'll have free time to actually focus instead of trying to squeeze it in before work or trying not to screw it up after work. After work was how I found out that the game doesn't like it when you misspell the names of items that are supposed to be in breakable boxes.

 

But, I decided to go back to using breakable boxes for item placement until I can figure out a foolproof way to replace weapons in levels. I'll hit the GSC forum tomorrow and see if maybe someone has an answer. I'm about to get started on weapon randomizing for all of the generic NPCs (stalker, merc, soldier, bandit) that the game can spawn, then I'll start tackling the other specific areas of the game like Garbage, Bar, Warehouses, Dark Valley, etc.. I'll also be refining it with NPCs having less chance of spawning with weapons that have no backup ammo and with some of the NPCs having very very low chances to spawn with really good equipment. Some of you may have noticed that certain NPCs, I've seen it most often with Fox, will fire a few rounds from a primary weapon and then switch to a pistol; that's probably happening because they spawn with a main weapon but no ammo for it, I'm pretty sure I've hit on how to fix that. Weapon randomization is now going to be an optional feature since some people might not want it and it also makes it easier for me to work on. I'm also going to try and get some more weapon descriptions done. I'll probably also spend a good chunk of time running around Cordon mapping the locations of all the breakable boxes. With any luck all this work I'm doing will make integrating all the other new weapons easier when they're released.

 

After this next release we'll be getting into beta release territory, all new weapons and ammo will be relocated to other traders or hidden away in boxes farther from Cordon since we know they're working at this point, outside of any tweaking that still needs to be done. I'm also going to be adding some of them to the treasure list for stashes. Restoring them to their actual prices seems to have corrected the problems with getting them fixed, that dialog works fine now.

 

Okay, sleep time now, I'll check in again tomorrow morning.

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someone did make a thread about weapon placement changes at gsc. something with spawn ltx. i was wondering if you lowered the amount of pistol ammo dropped by enemies . i find there is way too much of it. by the time i get to the bar i have 7000 rounds of assorted pistol ammo. and i kill everything when i enter a new area.

 

You know, I have the weirdest revelations at 3 AM.

 

I was just about to go to sleep when I just got this little flash of insight. So I checked the error log for the crash and it said "Can't find model file 'weapons\saiga\wpn_saiga12c.ogf'". Then I checked the model path. Which is "weapons\saiga12c\wpn_saiga12c.ogf". Oops. Looks like the game also doesn't like it when you path a model file wrong. Should have it fixed sometime after I get home from work tonight.

 

As far as the other issue, I'll have to figure out how the game works out supplying NPCs with pistol ammo. Shouldn't be too big a problem.

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awesome. cant wait for next public test. as long as i dont have to restart the game.

 

Unfortunately, any time all.spawn is modified, you have to start a new game. I can't remember off the top of my head why, but I've tried it and the game does not recognize the changes if you use a save game made with an earlier version of all.spawn. When I made the alterations to the model path for the saiga and tried reloading my previous save right before Agroprom Underground, the game still crashed when I went down the ladder and the log file showed the same error as before, with the incorrect path.

 

Since I'm going to be making a lot of changes to all.spawn in order to add some twenty-odd or more weapons plus all the new ammo types to the game both in static locations like weapon racks as well as in breakable boxes that are currently empty, there's no way to avoid it other than not overwriting your current all.spawn when you install the mod, and even doing that still doesn't take into account all the other files that will change and could definitely cause problems with previous saves. Even the basic mod without any alterations to all.spawn changes or adds about 40 files; there's bound to be conflicts with previous saves. The game engine just isn't that flexible.

 

That said, next public test will be tomorrow night. I should have the weapon placement tested and the weapon randomization refined a bit more by then if my idea works out.

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EDIT: i heard from gsc forum the weapon project is delayed. damnit

 

Yes, it is. But A2 release is not :)

 

AMK Arsenal Alpha 0.2 for AMK 1.4 EN 2.0 RC2

 

Requires:

1.0004 Version of S.T.A.L.K.E.R.

ONLY AMK 1.4 EN 2.0 RC2, no other mods. Other AMK-compatible mods which affect any files in gamedata may cease working, crash your game or corrupt savefiles. You use this mod in the understanding that I am not responsible for any damage to your game, computer, home, place of business or mental well-being. However AMK-EN_Weather_by_NightVz_0.99 does not conflict at all and is safe to use, as is S.H.A.R.P.E.R-Textures.v.0.95 and Sky4CE -=SkyGRAPHICS=- MOD v1.78.

 

Features:

 

Six new weapons - .357 Magnum Desert Eagle, BM16 Standard shotgun, Saiga12c, Modified Saiga12c, FN P90 and there's also a new unique weapon that I'm leaving as a secret surprise in this release. Don't cheat and look through the config files, that won't tell you where it is anyway :) All but the first one with their own stats, new models, skins and inventory icons. The BM16 Standard has also been positioned better in the hud so you can't see inside the arms.

 

Two original weapons reworked - The original Desert Eagles have been renamed, have new written information, have slightly altered stats, new firing sounds and are now rechambered for their proper calibers (.44 Magnum and .50 Action Express). The ammo found with the former "Big Ben" pistol in Wild Territory is now of the right caliber.

 

Thirteen new ammo types - .357 Magnum Hollowpoint, .357 Magnum Hydra-Shok, .357 Magnum Frangible, .44 Magnum Hollowpoint, .44 Magnum Hydra-Shok, .44 Magnum Frangible, .50 AE Hollowpoint, .50 AE Hydra-Shok, .50 AE Frangible, 12 gauge Hydra-Shok, 12 gauge SCIMTR, 5.7x28mm SS190 and 5.7x28mm SS198. All new ammo types have their own ammo boxes, still need to make new inventory icons for the 5.7x28mm SS190 and 5.7x28mm SS198.

 

Varied wallmarks - weapons now leave different marks on surfaces according to their caliber/power

 

New weapon descriptions - All new weapons and some original ones have reworked inventory descriptions using silverpower's format and incorporation silverpower's descriptions with my own. No more having to scroll down to find out the capabilities of your new toy; caliber, ammo types available, available upgrades, built-in modifications and ammo capacity are all listed right at the top.

 

Level weapon replacement - Finally got this one working. The AK74U in Strelok's Agroprom Underground hideout has now been swapped out with the Modified Saiga12c.

 

All new weapons and ammo have been incorporated into mp_ranks.ltx, to prevent one of the more annoying causes of game crashes.

 

Instructions:

 

Unzip this archive into your S.T.A.L.K.E.R. - Shadow of Chernobyl folder. Okay any overwrites of existing files. Start a new game. All new and reworked weapons and the new ammo types are available at Sidorovich's shop. For continued testing purposes, all new weapons are located in the breakable boxes inside the structure right near the wounded Tolik near the overpass camp, before you meet Petruha. Be careful; those car park bandits might have better guns than sawed-off shotguns and PM pistols and the railway checkpoint and military base soldiers might be upgraded as well. On the plus side, Wolf, Petruha and Fox all have a chance for better guns as well. Also, the reworked guns WILL give you a horribly unfair advantage over just about everybody in Cordon. Bandits drop in one hit; soldiers at the railway sometimes do as well. I'm still working out the fine-tuning of the weapon stats.

 

Optional features:

 

AMK Arsenal with PLR's weapon settings - So far I've found PLR's weapon configs pretty good, even when some bandit erases my face with a sawed-off. To use, open the "with PLR for AMK/gamedata" folder, copy the "config" and "sound" folders inside to your S.T.A.L.K.E.R. gamedata folder, then open the "Arsenal with PLR for AMK/resolution compatability" folder, open the folder that corresponds to the resolution you're running AMK-EN in (800x600, 1024x768, 1152x864, 1280x800, 1280x960, 1280x1054, 1440x900 or 1680x1050) and then copy the "config" folder in it to your S.T.A.L.K.E.R. gamedata folder. This ensures your game won't crash when you use scopes. Be advised, gunfire is very lethal with PLR's settings, so don't think you're going to charge into a room full of bad guys and take them all out wearing just your lame default armor.

 

Randomized Weapons for AMK - Using Lucian's work for Oblivion Lost as a jumping off point, I've been working on making the weapon selections for all NPCs more random. So far I've only got Cordon completely done. To use, open the "Randomized Weapons for AMK/gamedata" folder and copy the "config" folder in it to your S.T.A.L.K.E.R. gamedata folder.

 

Firelake's "Dirge for the Planet" main menu music for AMK - Surprised no one's done this yet. Open the "Firelake Menu Music for AMK/gamedata" folder and copy the "sounds" folder to your S.T.A.L.K.E.R. gamedata folder. It will also create a folder in gamedata/sound/music called "backup music" which contains the original music files from AMK.

 

Download link http://rapidshare.com/files/114715036/AMK_Arsenal_a2.7z.html

 

Have fun folks, this'll be the last test release, after this we're in beta. For now, I'm going to go get some sleep, I feel like hammered garbage.

 

Edit: okay, first checking compatibility with latest AMK-EN release, then sleep.

 

Looks like they're not 100% compatible. My weapon settings overwrite the new balancing done by Kanyhalos. I'll need at least a day to check everything over and re-upload a new version, sorry everybody.

 

Compatibility patch done: http://rapidshare.com/files/114763783/AMK_...nyhalos.7z.html

 

Didn't take as long as I thought, the only thing not compatible was Kanyhalos' weapon settings, so this patch will allow you to use my mod with his weapon settings. Just add this after the new AMK-EN release and after my mod if you want to use Kanyhalos' settings.

 

Really gonna go pass out now. I'll check in tomorrow.

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Started working on new colors for ammo boxes.

 

Black for .50, red for .44, blue for .357, dark purple for 12 gauge and OD green for 5.7x28.

 

Got the color variations worked out , still need to make new ammo box models for .357 and .44, but need to rest more, still sick.

 

Varying the colors of shotgun shells would require making new models for both new types as well as new skins just for each one. Since I am going to be doing frangible ammo for all pistol calibers (which will also require new ammo boxes and new skins), it might be possible but will be a lot of extra work. I'll have to tackle that when I can.

 

Next up for first beta is removal of new stuff from the crates near camp and placement in appropriate trader stock and cache lists.

 

Also, if anybody is running S.T.A.L.K.E.R. in screen resolutions higher or lower than 1152, please replace the weapons.ltx in your gamedata\config\weapons directory with the one in the PLR for AMK directory that corresponds to your selected screen resolution.

 

I'll try and check in here again later tonight if I'm not unconscious.

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FATAL ERROR

 

[error]Expression : fatal error

[error]Function : CRender::texture_load

[error]File : E:\stalker\patch_1_0004\xr_3da\xrRender\Texture.cpp

[error]Line : 295

[error]Description : <no expression>

[error]Arguments : Can't find texture 'wpn\hakko-15ch-b-amk-n'

 

 

stack trace:

 

I installed everything right.Installed the resolution compatibility for PLR weapons.

 

Fredy, check your gamedata\textures\wpn directory and see if that file is there, hakko-15ch-b-amk-n.dds. Also, I need to know what resolution you're running AMK-EN in and if the game crashed on startup or when you tried to use a scoped weapon.

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Well that happened when i first entered the Bar.The texture was there but with a -w instead of -n.I'm using 1680x1050

 

Okay that's really weird. I checked through all of the weapon ltx files for 1680x1050 and not a single one of them references that texture at all. It shouldn't even be looking for it in the first place. So I checked through ALL of the weapon ltx files in the entire mod; the base files, PLR for AMK and Kanyhalos' settings, none of them are looking for that texture as a scope texture. Then I checked my gamedata directory and none of those weapon ltx files is looking for it either. The only place it even appears at all is in weapons.ltx and it's commented out. This is the line in weapons.ltx:

 

scope_texture = wpn\SUSAT-AMK-N ;HAKKO-15CH-b-AMK-W ;50-70_x8_1680 ;100_20x_1680-550 ;wpn_crosshair_l85

 

It's using the SUSAT-AMK-N.dds texture instead of the HAKKO one, and it's the same in every weapons.ltx in my entire mod including the optional bits. I looked at the HAKKO texture in Photoshop and I don't even recognize it from the game, I don't think I've ever seen it before.

 

What I'll need you to do to try and figure this out is have you open the weapon.ltx file in your gamedata\config\weapons directory and do a search for the line "wpn_addon_scope_susat"; under that should be a line that starts with "scope_texture", it should be five lines up from the next entry "wpn_addon_silencer". Copy it and paste it here and we'll see if we can figure this out.

 

Also, I need to know if you're using the most recent version of AMK-EN and if you've added any other mods at all.

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Okay I think I know what's going on, apparently the latest AMK-EN installer was borked.

 

I'll need some time to make a compatible version of my mod for the latest AMK-EN fixed release.

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Hey, SkullHunter, new weapons pack out!

 

http://www.sendspace.com/file/7xdvg0

http://www.mediafire.com/?hmydm2vxfx9 (mirror)

 

Tokarev TT, PPSh-41 and MG-42!!!

 

Found it on the GSC forums, you've probably seen it by now, but just in case here it is! Will we see these in AMK Arsenal?

 

I have seen them but there's some problems as far as their content being taken directly from Medal of Honor, I think it is. I'm a bit leery of including stuff like that because of the legality issues as well as issues hosting the mod on sites like FPSBanana.

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Well, what you could do is create configs for them, but dummy them out - use the PKM model for the MG-42, a Colt for the TT, and the AK-47 for PPSh-41. (I forget if you have this integrated or not...). You'll need to include renamed/hacked models, obviously. If people want to use these ports, then they can drop the models straight in (unless, of course, they renamed the bones; that might pose a problem). If they don't, then they can play with the placeholders instead.

 

The models are from Red Orchestra, by the way.

 

That's a good idea. I've all ready made a placeholder for the Saiga12k using the Saiga12c so the idea is perfectly sound. Right now I'm doing a full play-through of the game to make sure all the shop stock placements are working, then I'll be focusing on breakable boxes that are currently not used for anything. Mainly I'm killing time waiting for the rest of the Arsenal pack to come out while also refining my own work. This is how I have the shop stock broken down.

 

Sidorovich's shop: BM16 Full

Barman starting inventory: 12 gauge Hydra-Shok, .357 Magnum Standard and Hydra-Shok, .357 Magnum DE, Saiga12c

 

Barman adds after Dark Valley: .44 Magnum Standard and Hydra-Shok, .44 Magnum DE

 

Barman adds after Yantar: .50 AE Standard and Hydra-Shok, .50 AE DE

 

Yantar lab after main Yantar task completed: 5.7mm SS190 and SS198, FN P90

 

Duty trader starting inventory: 12 gauge Hydra-Shok, .357 Magnum Standard and Hydra-Shok, .44 Magnum Standard and Hydra-Shok, .50 AE Standard and Hydra-Shok, .357 Magnum DE, .44 Magnum DE, .50 AE DE

 

Duty trader after delivering RG6: 12 gauge SCIMTR, .357 Magnum Frangible, .44 Magnum Frangible, .50 AE Frangible, Saiga12k (the aforementioned placeholder)

 

Freedom trader starting inventory: 12 gauge Hydra-Shok, .357 Magnum Standard and Hydra-Shok, .44 Magnum Standard and Hydra-Shok, .50 AE Standard and Hydra-Shok, .357 Magnum DE, .44 Magnum DE, .50 AE DE, Saiga12k

 

Freedom trader after Dolg: 12 gauge SCIMTR, .357 Magnum Frangible, .44 Magnum Frangible, .50 AE Frangible

 

Freedom trader after second Freedom task: 5.7mm SS190 and SS198, FN P90

 

After this playthrough I'm going to add more profiles to the weapon randomization set now that I've gotten Cordon completely done. Silverpower, I'm also going to give you the list of weapon descriptions I haven't done yet if you'd like to do more since I really like your work. Also, do you think we should do similar descriptions for the armors, listing their protective values in the text in the same fashion? I know it would make life a lot easier if all the armors had their own "instruction manuals" in their descriptions, so you knew what you were getting before you bought it.

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sid's inventory sounds expensive

 

Nope, Sid only gets the BM16 full (so far), the cheaper alternative to the TOZ. More stylish too, IMO.

 

I'm also thinking about arming some of the mercs with P90s, not sure yet. It seems like their style.

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Skullhunter, how are you going about randomizing weapons? Is it an xml file with different probabilities for load outs a la Lucian's Random Wepaons mod, or your own thing? What I am getting at is, is it easy to tweak to my pleasure?

 

Everything sounds awesome man, I'm holding off on my next STALKER play through til this and the next AMK are released... can't wait!

 

It is an xml and should be very easy to tweak. I have each character that uses randomization set up with a basic weapon they will always spawn with (usually a pistol), a chance to spawn with something better and then sometimes a chance to spawn with something REALLY good.

 

i like the toz more.

 

mercs with p90's? hahahahahhaahaa. you can give em the miniguns and they wont even hit the side of an oil tanker.

 

You might want to be careful about that. The ones I've run into appear to be deadly accurate, sometimes headshotting me on their first try. They also seem to be using AP rounds a lot more often.

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Hi Skull... in the FIX PACK I made some changes to the weapon config files (it's just the line about the scope texture) so that

it will be much easier to make no weapon addon (or just rebalancing weapons config files) without having to get mad with the

different crosshair's name that the original setup was using during install.

So now there's only a single .LTX file good for all resolution (it's the Setup that it's renaming the right set of crosshairs using

the names that are written in the config files).

 

Oh you have NO idea how much easier that will make this. I was really not looking forward to having to make a set of ltx files for each possible resolution again, it took me almost two days the first time. This will greatly reduce the complexity of the mod and how much work I'll have to do.

 

Everybody, as far as progress, I've almost done with my full play through using the last version of AMK-EN, on my way to the Brain Scorcher. Everything seems okay so far, trader stock is changing correctly, I've noted the pricing discrepancy with the P90 and have changed it accordingly, thinking about making the .50 DE a bit more lethal, all the other weapons seem to be working fine, I am thinking about changing the MP5 with the permenant silencer so it fits in the pistol slot like the others.

 

Also thinking about doing new skins for some unique weapons. I'll keep you posted on that.

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