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Mods NecroVisioN MODs and other improvements

 
 
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Old 04-24-2009, 03:35 AM
ZippyDSMlee ZippyDSMlee is offline
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Join Date: Apr 2009
Posts: 9
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Quote:
Originally Posted by Gniarf View Post
Arr...I can drop the recruitment offer then.
Probably best since I have a very annoying grammar/speaking style plus when learning how to code I can be a real annoyance

But I will be more than happy to share thoughts on anything! Just don't mind the drool

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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.
Kinda like epic and UT3.....WTH textures and sht are locked? MTHERFCKERS!!!!!!!!!!!!
LOL.

When I want to do a mod I better not hit a wall or my attention span will snap and I'll move on to something else.... uhg need to dig the fan captured textures and do my "Punisher" Enforcer pistol....
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2 deaths/bayonet...You know what god mod is? (console->nvngod)
God mode is boring and should only be used for testing.
That and inf ammo help balance a weapon if you want to just pay full attention on it for awhile.

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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...
Well the stick portion of the Gew is whats inserted in its rifle like launcher.

There's 3 ways to mod the pistol from my view point, give a explanation of some kind as to why the bullets shared with the C96 do more damage from the Colt either a magical boost from the player, or a magical boost to the colt itself or a tech explanation like mag rail or gas assist. But it would be easier to say its been heavily modified to use rifle rounds, 5 shots a clip like the rifle or 6 shots like a 6 shooter.

I know there are a few pistol mods that use crazy sized bullets.
If you don't want to or can't change ammo a good way to change it is to change the weapon name and satas while useing the current ammo.

One of thigns that still has me up a tree in UT04 is ammo as I can not get ti to change what ammo a weapon uses without other weapons having trouble....morons go and make ammo a child class of the weapon throwing off easy codeing looking to fix it but so far what info I found dose not work...or I am doing it wrong...

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You mean it's really the case in the retail game? Damn I never noticed.
No I am just suggesting a hypothetical gameplay change.


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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%
Mmm I was thinking direct damage of the weapon not in adrenaline mode or using fury's, but I forgot to factor in furys.... uhg I always forget something ><

I think just tweaking the pistols a bit would result in what I am after,speaking of which can you have it use 2 ammo per shot making it more pistol ammo hungry? Its a yet another way to change the weapon without having to add in new ammo and what not.
And prehpas defang the shotgun some.....that thing is much to OTT....
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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.
For me its gameplay options>all weapons the same, really just died a little inside from Fallout 3's weapons all practically being the same I just like to see more differentiation in like weapons..and weapons in genreall.

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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)
I don't so much as code but cut and past, bad habbits I picked up doing unreal 1 ages ago and still I can not process code so well but there again I been codeing on and off for the last few years.



Quote:
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).
Its quite annoying you have to account 6 inches of a wall when you are aiming.

Sounds good when I get back home next week I'll try it out stuck on dail up right now while I am at a relatives. Took my PC....and shes in need of a new PSU..... the old one is getting ready to stop working its got capacitor whine and signs the slows down the higher the whining gets I been checking tis volts and its seems like its enough to run it for now...but I need to plunk down 200$ for a good one next month... so I been playing the Xbox(non 360) games I got more than my PC....


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I didn't look at the AI code but I suspect it's something like "advance following vector player_position-my_position"
(what you said went over my head)
....bbbwwaaiinnnssssssss......*shuffle shuffle* LOL
No really I only understand that a bit plus this game dose not have complex AI it ses it it shoots it kinda like Bioshock only it has a range limit on what it can see and a time out script to go back to patrolling..... I still think the AI in System shock 2 was better....
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About Infernal it came out 1-2 years ago, I kinda liked it despite the obvious issues it had. I jsut picked up dark sector going to try it once I get my new PSU in... might pick up POP:Warroir within as well since I have mostly enjoyed POP sands of time on my Xbox.
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Speaking of ODD fps/games have you played Dark Messiah, there's another game I loved despite itself I'll take wonky innovation over blantly tried and safe designs anyday!!?
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