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Archadeas

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Everything posted by Archadeas

  1. Er... My problem with modding for the IWBUMS is that the code changes more quickly/drastically than it would for the main builds. This is why I have not been keeping ahead of that curve. I would need to much more research on how that system operates, how much powder is derived from the ammo breakdown, are there raw materials afterward etc. Also, I am loath to keep up two sets of code (or three because I am pseudo-keeping up a version without the custom models.) This could be part of ammo crafting, using the break down and build up of ammo, as well as making units of gunpowder(grams) that can be simply "Boxed/unboxed" together into a gunpowder unit for the IWBUMS only 1 line of code would be needed then to just make it compatible.
  2. I might be able to help, I was a lua coder, but again, its been some time, I can toss it around for a bit and find some issues. http://www.mediafire.com/download/5lua4sk52y4yu0p/Reload+Files.zip Here is the files I have been working on. If you, good sir, or any others would like to take a peek. Ok, tell me the specific problem you are seeing or are all of them not functional? if you know something is wrong, what is the intended function?
  3. I might be able to help, I was a lua coder, but again, its been some time, I can toss it around for a bit and find some issues.
  4. I reported these a while ago, but never heard if they were fixed(Glad to see they will be soon), still never saw a tray spawn and coffee never worked for me, so I just didnt use them. I will do some tests today as I record for youtube and see what else is wrong with this and a few other mods I am testing.
  5. I dont live in america but I doubt a G36 will be easy to find in the US... Not to mention it is illegal unless you get the tax stamp, which is a prohibitive chunk of change and the ATF follows you closely form then on out which scares some of those right wing crazies that think the government is out to get them. Sorry friend, but you are wrong in that regard, kentucky has no laws against automatic weapons or mag capacity http://en.wikipedia.org/wiki/Gun_laws_in_Kentucky under assault weapon laws and purchasing these weapons does not require a permit or stamp, you do require a lisense for federal reasons, but while that takes time, I know over 90 people with class 3 FFLs(Federal Firearms License) granted they are mostly ex/current military/law enforcement, some of them are just random people and a teacher. $30 for a 3 year license is not a big chunk, though a 3-12 month wait time is long, that isnt very long in the long run, so yeah... the big chunk only occurs if you are selling weapons or handling explosives, which is much harder to obtain at $3,000 just to own those, and that is when things get a bit scary. I might be wrong though, its mostly just what I remember. I know sales and imports cost insane amounts of coin for licensing.
  6. Umm, sawn off rifles(mosin short)? Also it would be fun to see you make a mod that focuses either on adding junk loot(Aesthetics) or things that change how the game is played. I am praying for a good melee mod of doom...
  7. You must be using an older version. I fixed that a while ago, and it is correct on the most recent version Yeah.. I was using version 1.11.5 Just going to update... Whew, I thought I had missed a very big issue for a second there... I don't blame you though, I do post an inordinate amount of updates... it's hard to keep track of Thats why I made you add the version number, heh, I was losing track of which version was what. By the way, feeling much better and ready to start testing again, bring me some beef jerky and a shotgun, I am hitting the town...
  8. Yep, the bubonic nephew plague I think, heh, whatever it is, caused an inner ear infection and was contagious. It happens, but I cant even distract myself with games, oh well.
  9. If I wasnt so dizzy and light headed I would toss you into the lake for repeats of guns that shall not be named. *Pukes and falls to the side* see ya tomorrow, heh. (Most of those guns have already been talked about and either wont be added because of in-availability or oddity of cartridge, as well as some just being the same gun with minor changes or a new name.
  10. I remember flashlights use to work, I found a pistol tac light and slapped it on an M9, used it in the PD during night, worked fine like a normal flashlight. don't know if I tried the toggle, but I may have. It takes you 2-3 days to find enough ammo to fill your gun or the mag(The mag is ridiculous unless you have snap reloads like me, heh) I point you to my ammo shack in the woods, I currently have almost 24,000 9mm Para, 6,000 5.56mm Nato, 5,000 7.62mm Nato, and only about 4,000 12G Buckshot(I keep using it to clear houses along with the .454 raging bull by firing it about 50 feet from the door or open window) Good lord, how long have you been playing with my mod?! Could you be more specific? Are all guns having infinite ammo issues? Which version are you using? Maybe 12-14 hours in the last week or so. Again, I ran into the bug of infinite ammo, to solve it, you must disable the mod in game, close down the game, delete the ORGM folder in the mods, download and unzip most recent version of the mod in the mods folder, start up the game and enable it, starting a new world is best as any guns before hand might not work properly.
  11. Ya know for all my time playing the 1.13 various unstable versions I've never actually beat the game. I usually get right inside the city limits of Meduna and it's just hell with the amount of counter-attacking that happens on every sector that I attempt to move into. Oh and back on the topic of the mod... the American 180 says on Wikipedia that it should be around 1200 rpm and in the mod its pretty slow but still fully automatic. Also, the pistol flashlight doesn't seem to work when attached to a weapon, unless I'm doing something wrong. During the attaching with a screwdriver there is brief flash of light emitted by it but then it goes away. Yeah, I don't think I have ever actually killed the queen, had too much fun scouring the countryside... Good point, I'll fix that, plus it will be a reward for loosing 2-3 days trying to fill that thing with ammo (being hyperbolic). There is a max speed though which the P90 is at, for some reason if you go lower is slows down again... Does the F button not work for toggling it? Honestly I didn't think those taclights would work the way the coding was set up, but, I thought I would give it a try. I remember flashlights use to work, I found a pistol tac light and slapped it on an M9, used it in the PD during night, worked fine like a normal flashlight. don't know if I tried the toggle, but I may have. It takes you 2-3 days to find enough ammo to fill your gun or the mag(The mag is ridiculous unless you have snap reloads like me, heh) I point you to my ammo shack in the woods, I currently have almost 24,000 9mm Para, 6,000 5.56mm Nato, 5,000 7.62mm Nato, and only about 4,000 12G Buckshot(I keep using it to clear houses along with the .454 raging bull by firing it about 50 feet from the door or open window)
  12. Compared to e.g. NCYawMod (NCrawlers Yet Another Weapon Mod) the guns in this mod are quite abudant indeed (I juse the default setting which is "Rare" on all three loot settings). I got no clue how high the gun/ ammo distribution is in Kentucky though, especially as a german. So the current spawn behaviour could be realistic. I'm actually against making them uncomming if they aren't in real life. Though one could probably lower the number a bit seeing how a lot of people got zombified (they wouldn't all go down without a fight I guess) but not so much that it becomesa "oh god, a gun and 10 bullets" type of situation. Personally I prefer it if games go the "lets add real life mechanics to balance stuff out" approach instead of just simply nerfing things. E.g. for guns: spawning already damaged or even broken gunsweapon jamming based on how damaged a gun is (ideally you'd use real life values for this is possible - at least for pristine conditions and then make the gun worse with wear - unless there is a gun which gets better the worse it is for wear)turning normal or hardcore reload on by default - but that requires also adding magazines to the loot table (because otherrwise it becomes "nerfing" instead of actual balance)I have to say I quite liked hardcore reloading except only having one magazine - though I didn't play long enough to actually check if magazines spawn already. It's a pity I cannot force Hardcore Reloading on my private server though (which is why I avoid it for now) Kentucky has quite a few guns so it is rather realistic and mags already spawn separately. The damaged ideas was already introduced and is in the works.
  13. Nope, it was either rare or extremely rare weapon spawns, though I did scavenge the entire 4 cities(modded included). if you think that's bad, dont look next door, I call it the food pantry, but its kind of an entire trailer park walled off, floored, and filled with crates... I may have an addiction to picking things up, I fuel my fires with the corpses and clothing of the dead and dying...
  14. I filled an entire house(2 story large house) with guns and ammunition, so much so, that I left huge hiking bags loaded with guns and ammo outside because all the floor space was used... on rare weapon loot... say hello to my little horde.
  15. I am not sure why it went like that because It was working fine on 1.13 and 31.10, then 31.11 cam out and nothing worked right for it. I did find a bug while using every gun to slaughter 100s of zombies, the m249 fires far too slow, about a round a second, this is uncharacteristic of a MG which should fire at about P90 speed. Loving the key that lets me test the equipment. Its what you get for being on the IWBMS lol. Yeah, I noticed that in my testing as well but I guess I forgot to fix it >.< ... Glad you like it, though you kinda get overloaded... I test it on IWBMS to assure things can function on them and be prepared for future updates. If you focus only on the released version, those who test cant enjoy.
  16. I am not sure why it went like that because It was working fine on 1.13 and 31.10, then 31.11 cam out and nothing worked right for it. I did find a bug while using every gun to slaughter 100s of zombies, the m249 fires far too slow, about a round a second, this is uncharacteristic of a MG which should fire at about P90 speed. Loving the key that lets me test the equipment.
  17. Hmm... That is strange because I have still been playing on the most recent version and everything seems to be operating correctly (sound issues aside). Try re-downloading it, maybe the file got corrupted in transfer. If it persists let me know and I'll look into it further. I can asure you it was 1.13 on version 31.11. I couldn't unload any guns and I found out they could still shoot, even recorded a video of me wiping out a 400 zombie horde with a sawn off and no ammo, no reloads... Edit: Hmm, thats interesting, I fresh installed it, had the same issue, disabled the mod, closed pz, fresh installed it, booted it back up, enabled it and started a new world, it seems to be functioning again.
  18. Well, it seems guns no longer need to reload and have infinite ammo, all of them... I am on the most recent patch which seems to have broken your mod.
  19. Then I might just have to do a full review, heh .45 colt was a popular round, but has ramped down production and is rarely produced now since most of it's revolvers and rifles are no longer in service or use. .30-30 is one of those regional rounds, common in some areas, but Kentucky they are extremely rare. New version!!! Lots of bug fixes, custom sounds for loading and manual actions, and yet more guns. I did a fairly thorough testing phase on this one but let me know if you come across any more issues. http://www.mediafire.com/download/y050gfygc10bh1m/ORGM+1.13.zip EDIT: Keep in mind there are still some weird reload weapons like the Mosin or the revolvers which has a "Racking" , I will be working on custom reload scripts for those to remedy that. Also, do not convert any mags or guns (including sawing off) while they have ammo in them. Currently the conversion process causes the ammo to disappear, but I will also be working on the conversions returning ammo in upcoming versions That is one of the only reasons I wanted and unloading script, maybe have it so the gun cant be converted while holding ammo? basically if ammo >0 then dont allow conversion. Also, if you convert a gun with a mag, it allows you to eject another mag, this can be done repeatedly.
  20. Then I might just have to do a full review, heh .45 colt was a popular round, but has ramped down production and is rarely produced now since most of it's revolvers and rifles are no longer in service or use. .30-30 is one of those regional rounds, common in some areas, but Kentucky they are extremely rare.
  21. Yeah, maybe a solution for revolvers is to drop ammo by 1, not sure how to ignore the racking issue. Common Pseudo-Rounds: BBs Pellets Caps/starter blanks In the US, ammo is reasonably common though main rounds that are common are(In about relative order from most common to least): .22 LR(By far the most common round in the world) 9mm Para(This is about even with 12G) 12G Shells(Slug/Shot, maybe we can at least have this variant?) .223 .45 ACP .308 .30-06 Springfield 20G Shell .40 S&W 7.62mm RUS(This is more common than I first thought...) .410 SB Shell .357 Magnum .44 Magnum 5.56mm NATO 7.62mm NATO .50 BMG 10mm Auto .38 Super .380 ACP Uncommon to rare rounds(Making up about 3-5% of ammo in US in order from uncommon to rare): 5.7x28mm 7.62mmR .30-30 Winchester .45 Colt .50 AE .454 Casull This is just a related list to help in distribution, I find that 7.62mmR is over all rare, though more common in northern states, but availability seems more restricted than first thought, but I still love it. 10mm and lower is considered uncommon, but still on the common list, loving the mod though, already started a youtube series on it for early fun and testing. Had a blast, though I want to show a lot more. Anyway I can get a special test version that allows me to obtain all the guns quickly along with 2 boxes of ammo for each type, I already heard about the pistol debug, but just seeing.Might show off all the guns on youtube for more mod exposure, kind of a goal for the series is to show off all the items.
  22. Well, since it was removed from spawning in the original game, it would need re-added. I have been in over 60 houses and not 1 in any cabinet spawned on abundant loot, also never found soy sauce. Either that or its impossibly rare, or not spawning. Also, coffee and rationed whiskey cant be made, they judt disappear with the items and no item is made, you cant make tasty marinade but I have just been messing with the code a bit to get them to be functional, using Baking Pan instead of tray and removing soy sauce, personally jerky can be made with little more than salt or even nothing but the meat, the marinades should just be optional for standard and tasty jerky.
  23. Is the baking tray implemented? Havent seen it at all and it's required to dry fruits.
  24. Its because there was a capital SilverHawk instead of Silverhawk I believe Beretta is spelled with 1 r... OO is right, capital letters in coding this game will be the death of me... And to continue with my constant stream of hotfixes! (you all must hate me by now...) http://www.mediafire.com/download/rlrr3jsf55j75hl/ORGM+1.11.5.zip *10 hox fixes later* I barely got into the game before a new one, heh, maybe do less hotfixes and do patches every week/few days with fixes? This gives time to find bugs and report them, fixes can be done and new additions can be added.
  25. Ok, I will test this on my new config, fast zombies, with perfect senses, immortal and inhuman, with insane spawns, this will be fun to get to the PD. I think I had an issue with the raging bull at one point, shot 6 rounds at point blank(5 feet) not a single round hit the crowd of 10 and died from a bite, so it doesnt seem to hit anything ever, will test more...
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