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Old 04-24-2009, 12:39 AM
Gniarf Gniarf is offline
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Join Date: Mar 2009
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Quote:
Originally Posted by ZippyDSMlee View Post
Theres not a faq/sticky here in the modding thread telling people how to,thus why I asked. And brainz I haz even if they are slightly rotten
Arr...I can drop the recruitment offer then.
Quote:
Originally Posted by ZippyDSMlee View Post
Now now there's plenty of qaulity in the game just not a lot of solid design direction.
plenty of quality in the game, yes (graphics, gameplay, anything from the user point of view)
plenty of quality in the game code (=luas), no.
Quote:
Originally Posted by ZippyDSMlee View Post
I know it drove me crazy trying to use adrenaline to make it easier to land a hit and passed at least 5 bayonets through it (dieing over 10 times in the process) before giving up 0-o.
2 deaths/bayonet...You know what god mod is? (console->nvngod)
Quote:
Originally Posted by ZippyDSMlee View Post
Oooooo is it easy to change ammo? Make the Colt use rifle rounds lower its accuracy a tad and raise damage enough to where it pops skulls easily.
Yes, it's a 15s job. Just wondering: can you fit a rifle round (78mm for the smle, 57mm for the gew98 ) in a gun handle? 'Coz colts are quite rare in the game, so we could somehow say they are custom made/modded pistols...
Quote:
Originally Posted by ZippyDSMlee View Post
mmmm pistols and melee get a 2% bonus damage per artifact.
You mean it's really the case in the retail game? Damn I never noticed.
Quote:
Originally Posted by ZippyDSMlee View Post
drop all weapons by 50% add 5% per artifact that's a bonus of 135% once you find them all. Dose that sound any more plausible gameplay wise?
Instead of tampering with gun damage you could bring more baddies (someting like "artefacts increase max fury but also attracts zombies").
Dunno if 135% is better, actually what worried me is that in my mod I dual wield every weapon in the game (=200%dmg) so add the 240% factor->480%
Personally I'm a firm adept of the "one bullet is one bullet" policy, so damage shouldn't vary unless you tamper somehow with the bullet propulsion, shape, or mass...Then again you do what you want in your mod.
Quote:
Originally Posted by ZippyDSMlee View Post
Damnit I hate it when I think up stuff I could never code to save my life ><
That? Things you could never code? Aww c'mon (says the half wit who's attempting to rewrite the luas, little bit by little bit)
Quote:
Originally Posted by ZippyDSMlee View Post
ACK! let me clearfiy, bayonets/shovels get stuck on the wall grenades bounce off when you stand close to a wall that visually it looks like you have plenty of clearance to toss it.
Arr...That should be because of their "Gunpass" hack. I'll give you some clues:
-Did you notice guns never go through walls/ennemies?
-Take the flamer, there is a little ignition spark at the end of the barrel. Approach a wall. Where is the spark? Then slowly turn...
I have removed this hack in the MadMan's Mess mod - I broke other things in the process and fixed some of those in v0.3 (release scheldued this weekend, if I don't get a General Lazyness Fault).
Quote:
Originally Posted by ZippyDSMlee View Post
I know I know I know but more polished AI generally dose not know where you are ALL THE DAMN TIME...then again it beats over scripted AI that's half blind/deaf.. or forgets you are there after 2 minutes....
I didn't look at the AI code but I suspect it's something like "advance following vector player_position-my_position"
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