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#1
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This looks great!
Btw., what 7.62 Reloaded? An official expansion pack? Also, is it just my imagination or did you really remove the only Zastava weapon that was in the game? If you manage I'd be really grateful if you would at one point include some Yugoslavian weapons, like the M76, M70B1 and the M70AB2 (it was the gun I was assigned when serving my tour in our country's military and it's also supposed to be much better than the Kalašnikov),... |
#2
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7.62 Reloaded is a stand-alone sequel to 7.62. There are some differences though, it's linnear and only have a handful of new items.
It's your imagination, the Zastava is still in the game ![]() If I had the models for any of those Yugo weapons I would add them, that's how it is ![]() |
#3
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That's easily fixed: ------------------------ Zastava M70AB2 (with a light metal folding stock, the ones with fixed wooded stock are M70B1): Calibre: 7,62 x 39 mm Fully loaded and ready weight: 4110 g Capacity: 30 bullets per cartridge Length: 960 mm Length of barrel: 415 mm Muzzle velocity: 725 m/s Maximum range: 6000 m Effective range: 400 m Speed of fire: 650 bullets/min. Among other differences from the AK it's that with an adapter that comes with every rifle you can fire off Tromblons (Tromblon mines). Tromblon: ![]() M70AB2: http://hr.wikipedia.org/wiki/Datoteka:Zastava_M-70_.jpg Some info http://en.wikipedia.org/wiki/Zastava_M70B http://www.oocities.com/dswahilly/AP_M70.htm ------------------------ RT-20 (Rucni top 20 mm - Hand Cannon 20mm) Anti-material sniper rifle - Caliber: 20x110mm Hispano Operation: manual operated, bolt action Barrel: 920 mm Weight: 19.2 kg with scope and bipod Length: 1330 mm Feed Mechanism: single shot, manual loading Maximum effective range: about 1800 meters http://world.guns.ru/sniper/sn56-e.htm http://world.guns.ru/sniper/rt-20.jpg http://world.guns.ru/sniper/rt20_1.jpg cartridge size comparision: .50 BMG (top) and the 20x110mm Hispano (below) http://world.guns.ru/sniper/20hs404.jpg ------------------------ ZASTAVA M-76 sniper rifle: http://world.guns.ru/sniper/sn65-e.htm Calibers: 7.92x57 Mauser; also 7.62x51mm NATO and 7.62x54R Operation: semiautomatic, gas operated, rotating bolt Barrel: 550 mm Weight - rifle with scope: 4.2 kg Weight - empty cartridge: 0.23 kg Length of rifle: 1135 mm Length of barrel: 550 mm Muzzle velocity of bullet: 730 m/s Feed Mechanism: 10 rounds detachable box magazine Max pressure of gunpowder gases: 3200 bar http://world.guns.ru/sniper/m76-1.jpg ----------------------------- ANOTHER INTERESTING YUGOSLAVIAN SNIPER RIFLE Zastava M93 Crna strela (Black arrow) .50 calibre sniper rifle Caliber: .50BMG (12.7x99mm); also available in 12.7x108mm Operation: manual bolt action, rotating bolt Barrel: 1000 mm Weight: 16 kg Length: 1670 mm Feed Mechanism: 5 rounds detachable box magazine http://world.guns.ru/sniper/sn59-e.htm http://world.guns.ru/sniper/black-arrow1.jpg http://world.guns.ru/sniper/black-arrow2.jpg Last edited by beepbeep; 07-04-2010 at 06:08 PM. |
#4
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And having to shoulder a long arm while talking to someone is also not needed. Just because someone has a rifle in their hands doesn't mean they are holding it in an "aggressive" manner that might upset or intimidate the person they are speaking with. So don't worry about that kind of detail, you're fine without adjusting it. Quote:
That isn't just regarding "prototype" designs, but also the use of regular-looking firearms using oddball calibers. For example, there shouldn't be any .454 Casull firearms in game because it's a very uncommon caliber. You sure as hell won't be seeing ammunition in some 3rd-world country, and even in places like the US those rounds are quite rare. Not that one has been added yet, but stuff like a 9mm AK-47 is another example of something that should never be added, no matter how "cool" it looks. Quote:
Off-hand there aren't really many weapons that I can think of suggesting for future addition. Although I wouldn't mind hearing what else the HLA team has made lately. Mostly I was thinking about weapon accessories, uniform (character model) changes, and personal equipment. Those new maps bring a lot of new ideas to mind. Quote:
Since I'm not a coding guru myself, I don't think I'd have much help to offer in that aspect. And it sounds like it takes a bit of coding and some serious testing to get things working right. I'd probably mess things up more than fix it, especially if your other guy was working on it for 6 months and still made no progress. Quote:
I'd just need to know if there are any character limitations, restrictions on certain character types (no symbols, etc), and how "detailed" you want the descriptions to be. Noob terms or Soldier terms basically. Quote:
The military-style design to several of those new maps is cool, and can lead to a lot of new scripting/quest ideas. The terrain is nicely mixed, and looks to be well laid out and designed to look like a real location. The Aerodrome looks beautiful! About the map you have labeled as "Tutorial", I'm assuming that it was used as part of the tutorial in Reloaded. I'm curious, are any of those targets reactive, or are they just stationary objects? Most likely just stationary, but I can dream. Quote:
And which "Zastava" weapons are you talking about? I can't really remember there being any in the game. All of their weapons were just clones of other weapon systems. The M76 was a modified clone of the SVD. The M70 series were just AK-47 clones. The M84 was cloned after the PK series. Why have the original weapon systems and then add duplicate copies with the only difference in game being the item name? I have personally fired nearly every Zastava firearm in production as well as their "parent" firearm that they were cloned after. And from personal experience, they performed no better or worse. That was just a false rumor started by people from Yugoslavia, simply because it was "their firearm". Just like Americans claim that American cars are best, or Japanese claim that their electronics are best. People will almost always prefer a product made in their home country, and claim it as being better out of pride. Nothing against anyone from those countries, Yugoslavian firearms were not of poor quality. But I just never saw anything that would say they were better either. |
#5
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@beepbeep
Sorry, I should have said 3d models for the game. I saw 2 weapons there that already has similar models in the game, and by copying their models and adding their ini entries, they could be added. But I'm not in the right place to add new weapons right now, too busy with scripting. @Ninja2dan I think your 3d models can be ported over to 7.62, but one needs to use 3dsm 5, it's the only version the act exporter works with. Since I only have 3dsm 9 I couldn't do it myself, but I'm sure I know someone that has version 5 that could help with the exporting. I know for a fact that one can do a similar thing with weapons from STALKER, and those weapon models are of a very high quality. To alter the weapon characteristics isn't that hard, it's just a matter of ini editing a few values. If you know what those values do, it wont take that long to complete. The difficult thing is find a balance between the weapons, and since the maps isn't that large one needs to respect the range limits to keep the different types weapons apart, from pistols all the way up to anti-material guns. And testing that is what takes much time. The tutorial map, not sure what you mean there. The shots will show on it, the decals are there. But if you mean they fall when shot, I think not. The map meshes for the maps are a bit rigid in that respect, something the devs changed in Capitulum and Man of Prey. I've gotten some help lately with creating new uniforms, there might be a new line of them in the upcoming release. I think I'll leave them faction neutral, but if work progresses with the Blue Sun Quests I might consider adding them to that faction. There are 2 new weapons in the latest HLA I'd like to add, the Magpul Masada and the old German MP40 Submachine-gun. I think I'll ask them about it tomorrow. |
#6
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I'm not sure what weapons, if any, you'd find of use from the game I work with. The majority of the weapons are all custom made by our staff, replacing the original weapons from the "vanilla" game. They are of pretty high quality in their core file, being "down-graded" during export to meet the poly requirements of the game.
All of the weapons are current military issue, with the exception of a few weapons used by the Insurgent faction. We have quite a few factions in game as well, so the weapon list is pretty large. But a lot of those weapons might not even be desired in a game such as 7.62, such as the RPG or AT-4. But if you're looking for military weapon systems, and it's not in BSM already, just let me know and I'll see if I can get the models for you. You mentioned you're a bit busy now, so there's no hurry on it. As for the weapon data, that was actually part of my concern. The ranges used in the game are not extended enough to make full use of the larger-caliber weapon systems such as the Barret. I'd have to find a large open area to do the ballistics testing to try and get everything matched up properly, and I'd need some instructions on how to actually create a "copy" installation that will allow easy and rapid access to the testing location. Something to think about in the future, but I think I'll look at the other areas first. And yeah, that was what I meant in regards to my question about the Tutorial map. I was wondering if they had somehow added the ability for the targets to be reactive, meaning the "fell down" when hit. I had strong doubts that it was possible, but figured I'd ask just in case. Oh well. I'm curious, how "easy" is it to actually create new missions/quests? How well do they tie together, such as having multiple-outcome scenarios that string along like a tree? Is it basically just creating a storyboard, writing out each mission, and then creating some sort of script that ties them together? Is there a limit to the number of overall missions used in the mod? Are there any other limitations or complex problems that interfere with creating new missions? Things such as max enemy/civilian characters per mission/map. I know there isn't a map editor, but is there any way to add objects to a map, such as a backpack that must be located and picked up? Or can this only be done by looting from bodies? I'm asking a lot of questions because I'm hoping to help come up with some new ideas that will expand the mod further while we wait for a new version to be released (if ever). I really like this game, probably my #1 on the list, so I'd like to help keep it alive if at all possible. I've done a lot of game development in the past, so I'm sure I can come up with some useful stuff. I just need to have a better understanding of the game engine and its limitations/capabilities. You're kickin ass, but this is too much work for one or two people to handle alone. Edit: I also forgot to ask, do various objects/materials have different damage/penetration values? Such as doors being made of wood having different penetration values than doors made of steel? And do the various projectiles per caliber have different penetration values? If so, I'd have to conduct additional testing during the ballistics modification to ensure their penetration values were in line as well. Last edited by Ninja2dan; 07-04-2010 at 08:55 PM. |
#7
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![]() Once I've found a suitable file host, and some spare bandwidth, I'll upload the Reloaded maps, fix the guide map encounters and send you the link. Just let me know when your computer is up and running. Quote:
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Adding items to a map is simple, I think the function is "call AddSectorItem" nnd then you specify which map, map place and item. Easy piecy ![]() I'd be more than willing to help you get started on scripting, I know from experience that it's much easier when you have someone to rely on for tricky things. I also have some good news, I just got the source code for the outsourced mod and am looking at it right now. It appears that externalizing stuff to inis is much easier than I thought and I'm going to incorporate it into the BSM source to make them compatible again. What a sweet thing. A million thanks to guineapig for his generosity. EDIT: I forgot about the materials and penetration. There's a file in the ini folder(AZP archive) called PHYSMATERIALS where you can alter the material properties. In the AMMOINFO file there are several entries used to calculate the bullet properties, such as penetration, tumbling, probability of shattering on impact and several others. Last edited by R@S; 07-05-2010 at 07:35 AM. |
#8
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Sounds good. It might take another month or so before my computer is fixed, depending on what is actually wrong with it. I have done all of the testing I can do myself, but without secondary components I can't test anything else. I'll be taking it in for a diagnostic tomorrow and will know for sure what part is fried. I'm guessing it's the video card, and I can't remember if it's still under warranty or not. If it is, the RMA will take about a week. If not, it won't be until next month before I can afford a replacement.
Once my computer is running smoothly again and I have the latest mod version installed, I'll go ahead and start asking for guidance on learning the scripting system and which files need looked at. I haven't done game scripting in over 6 years, and even then I was a fill-in instead of a full-time coder. But I'll give it my best shot, learning the system will help get new features added quicker and easier. It's good to hear that there are actually different data files to determine values of materials and ammunition. Without destructible environments, having some capability of shooting through walls does come in handy. But I'm guessing that the AI is not capable of such a tactic, shooting through walls at your mercs when they hear you moving around? What is the "Outsourced Mod" that you mentioned? What does it do? |
#9
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The Oursourced Config mod is a little thing that externalizes some settings, like starting money, merc salaries and random encouter settings. It also adds the ability to change the random missions available at the bartenders and traders. These can be considered a cheat if used the wrong way, but it also has a few other functions, like the collateral damage setting and the convoy mission fix where the AI solders on your side wont go hostile if you throw a nade in their vicinity.
Check the \INI\outsourcedconfig.ini file for more info. |
#10
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