Jump to content

Khaos

Member
  • Posts

    73
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Khaos reacted to Arsenal26 in Custom Weapon Position Wrong   
    Appears to be scale to my un-trained eye...
     
    Don't remember what the vid goes over, but are you "Applying" the new position ?
    gotta apply changes (rotation, location, scale) if you see any of them other than (0)
  2. Like
    Khaos reacted to Kalista in B41 and beyond. The usability of certain radios from the belt.   
    Myself and friends play this game in multiplayer with enforced rules that the only long range comms allowed for passing ingame info is over the handheld and ham radios and our biggest complaint is the need to have one in your sec or primary hand. Would it be possible when the multiplayer component is added or after it goes live that atleast the tactical and military radios be allowed to be clipped to the belt and usable from it ? Would make sense that the radios would have the mic and mic cable go up and be secured on the shoulder and free up the hands for some more useful items.
  3. Like
    Khaos reacted to Fenris_Wolf in ORGM Rechambered   
    Since its been a while since I properly gave a mod status update (beyond discord chats or random workshop comments), its probably time to post one on the b41 / ORGM 4.0 update. There's still a ton of work to do before we have a working beta.
    WARNING: long read below....
     
    First thing worth mentioning is that OrMtnMan has stepped back into the fray and has been a massive help in getting things ready.
     
    With serious changes to the vanilla firearm code + movement mechanics in b41 the very core of the mod is no longer valid. The firing logic no longer fits, nor does its old methods of dynamically calculating many of the stats and how the firearm interacts with the players movements. Most of the mod needs to be redesigned (and re-imagined) from scratch.
     
    When b42 comes around with the hunting and further firearm changes, we could very well be in the same position we are now...having to rewrite everything again. Given the fact we need to redesign now, and possibly again in b42, both me and OrMtnMan agree the time is now to make some serious design changes to minimize the potential damage from future updates. Thus ORGM has been split into 3 separate projects:
     
    Realistic Firearm Framework
    All firing logic, core mechanics and everything that makes ORGM truly unique has been split into a new project, the Realistic Firearm Framework (github link) or RFF. All Zomboid specific code and concepts have been removed. Instead of calculating stats like range in PZ tiles, or damage in PZ units, it does calculations in a more natural format (feet, ft/lbs energy, fps velocities etc). 
     
    This will insulate the core mechanics and concepts from any future PZ changes, and allows for automated testing of the code components and logic, something much more difficult when the code was littered with PZ specific functions and concepts.  New features can be added with a drastically reduced testing period.
     
    The RFF is designed to be a application independent framework for realistic mechanics in any game or application that supports Lua, from 2d turn based strategy games to 3d FPS. (naturally open source, MIT license)
     

    The Data
    The second project to come out of the split is the data sets. The list of guns and everything we know about them, as well as cartridge specifications. For the last few versions, ORGM has defined is weapons based on the physical properties (feed system types, features, barrel lengths etc) instead of PZ specific stats.  The data for v4.0 is massively larger then previous versions of the mod, and since there's nothing Zomboid specific in the data, having it specifically tied to ORGM didn't make sense. These datasets can't really be included in the RFF either, since we'd like to avoid including trademarked names in a opensource framework.
     
    So the data is being separated and placed in a database format, that should eventually be a useful resource for shooters and gun nuts in general.  Right now theres over 170 calibers registered in the data, complete with SAAMI and CIP designations,  pressure ratings (both SAAMI and CIP), nominal bullet diameters, twist rates, cartridge capacity, links to wikipedia articles and CIP TDCC chamber and cartridge diagrams and specifications. 
    The gun data likewise gets more in depth then previous versions,  listing multiple variants (almost 100 AK's atm, thanks to OrMtnMan's assistance), fire modes, barrel lengths, sight types, finishes, rail systems, stock and grip types, and lots more...
     
    Not all of the data will end up being used in the mod, but its giving us a wide selection of items we can include later with most of the work already done.  At some point I'll provide a link to the data sets for people to browse, but not yet.
     
     
    ORGM
    With the separation of the core logic and data, the mod becomes a bridge (or interface wrapper) between PZ and the new RFF core, translating RFF stats (like projectile velocity and energy, or reaction times) into PZ specific stats. UI elements, context menus and all the PZ specific stuff will be contained and isolated in the mod.
     
     
    When PZ changes any potential damage to the mod will be limited and much easier to fix. On top of that, we'll be able to include features and mechanics in the core RFF that PZ may-not-yet support (but possibly will) such as mechanics for shooting from the hip or prone, allowing us to get ahead of the game. The drawback to the new design means a longer initial delay of a working 41 version. But hopefully the new mechanics and the even crazier level of detail will make it worth the wait. Lately I've been attempting to add a basic (but remaining realistic) interior ballistics simulation that would allow for accurate handloading mechanics.
     
     
     
  4. Like
    Khaos got a reaction from DarkKreepe in OZ More Medicine [ver. 2.0] — NEW UPDATE   
    Wow I have only just found out about this mod which is crazy cool. I did do a massive write up of a PZ medical enhancement which I never got around to finishing which this mod already covers. I might have to get back to writing that.
  5. Like
    Khaos reacted to Genom in ORGM Rechambered   
    Did a little testing and added 3 different kinds of cases (pistol/rifle/12g), you can see the result of how it looks in-game on the screenshot.
    Since the icons are just a few pixels in size for "realistic" looking sizes of cases on the ground there is not much detail in them (none, to be exact).
    I still kinda like the result, it is far from perfect but it doesnt break the immersion as much as the big ammo icons. If any pixel artist has any idea how to make a 2x4 pixel png look better let me know
     
    So Fenris, if you're interested I could send you my files.
     
    It would be cool if the cases wouldnt all face the same direction on the floor to make it look more realistic, but no idea how to do that.

    Zombie killed me while taking the screenshot lol
     
  6. Like
    Khaos got a reaction from DresdenBBQ in ORGM Rechambered   
    More people should be like you good sir, a lot of respect for you. I'm excited to see what the future holds for this mod.
  7. Like
    Khaos got a reaction from Fenris_Wolf in ORGM Rechambered   
    It's alright man, the Legacy version has been uploaded: http://steamcommunity.com/sharedfiles/filedetails/?id=1222411135
     
    I wasn't going to update it until the legacy version was established. Please do give that a try and let me know if it works. If it does I will proceed with trying to update the original.
  8. Spiffo
    Khaos got a reaction from Fenris_Wolf in ORGM Rechambered   
    Cancel that all mate, looked at the error file and it was telling me the server couldn't download the file and that was because it was set to friends only. After changing it to public it has now worked. Ever so sorry about that mate it was on my end.
     
    This Steam host thing is silly sometimes.
  9. Like
    Khaos got a reaction from DramaSetter in ORGM Rechambered   
    Really looking forward to playing this in multiplayer with my friends and confusing the shit out of them as to why there was a gunshot in the base. Play it off like I'm not infected then bam.
  10. Like
    Khaos got a reaction from DramaSetter in ORGM Rechambered   
    More people should be like you good sir, a lot of respect for you. I'm excited to see what the future holds for this mod.
  11. Like
    Khaos reacted to Fenris_Wolf in ORGM Rechambered   
    Oh cool...more people who know the mod is back the better, Its been long overdue for a update
  12. Spiffo
    Khaos got a reaction from Jason132 in ORGM Rechambered   
    More people should be like you good sir, a lot of respect for you. I'm excited to see what the future holds for this mod.
  13. Spiffo
    Khaos got a reaction from Fenris_Wolf in ORGM Rechambered   
    More people should be like you good sir, a lot of respect for you. I'm excited to see what the future holds for this mod.
  14. Like
    Khaos reacted to Fenris_Wolf in ORGM Rechambered   
    No...the name and current logo must stay!
    I'm only putting the work in because the mod was too awesome to fall into the abyss of abandoned mods.
     
    You're more then welcome to upload it, though until I get this 2.00 version to stable I'll probably be updating every few days (few things left I need to do...speedloaders being one of them).
    Once it is though I'll start saving up the changes and tweaks until the next major release.
     
  15. Like
    Khaos reacted to Fenris_Wolf in ORGM Rechambered   
    As some of you know, ORMtnMan stopped development of the Real Guns Mod some time ago, but didn't want his work to go to waste.
    After much hammering away on the keyboard, and testing on poor defenseless zombies I feel its now safe to officially present the results.  This brings a number of new features and fixes to ORGM.
     
    Current Version: 3.09.2 Stable
    Tested PZ Versions: 38.30 to 40.43
     
    Current Compatibility:
    Necroforge & Survivors Mod: Compatible (built-in patch, as of v2.02-stable)
    Nolan's ORGM Silencer Mod: Compatible (built-in patch, as of v2.03-stable)
    Nolan's SuperSurvivors Mod: Partially Compatible (built-in patch, as of v3.04-stable)
     
    Any other mods/addons for the legacy ORGM version are not considered compatible. Expect errors if you use them.
     
    Changelog
    Webpage and Frequently Asked Questions
    Discord ORGM Support
     
    Introductory ORGM Tutorial Video (By Ghul King)
     
     
    Downloads (Stable):
    Current Release 3.09.2 Stable:  https://downloads.tekagis.ca/ProjectZomboidMods/ORGM.zip
    Steam Workshop 3.09.2 Stable: https://steamcommunity.com/sharedfiles/filedetails/?id=514618604
    * steam version may not be up-to-date with latest release. Credit to Khaos & ORMntMan for maintaining the workshop page
     
    Downloads (Beta/Experimental):
    Latest Beta Release 3.09.2 Stable:  https://downloads.tekagis.ca/ProjectZomboidMods/ORGM-Beta.zip
     * In the event the latest version is stable, the beta link above will point to the stable version.
    Github Development Version: https://github.com/FWolfe/RealGunsMod
     
     
  16. Like
    Khaos reacted to Fenris_Wolf in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Thats strange, the removal code is actually probably the only code I didn't rewrite from the original.  I'll investigate that when I update to 38.28 later today and take a closer look to see whats breaking it.
    Also, the Insert/Eject magazine context menu is now fixed, and the changes have been pushed to github.
  17. Like
    Khaos reacted to Fenris_Wolf in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Initial Upload of v2.0 alpha https://github.com/FWolfe/RealGunsMod
     
    Main features:
    Bullet Penetration is no longer true/false, but a percentage chance.
    HP and FMJ bullets added, with different attributes: HP does more damage, but less penetration then FMJ.
    Guns can mix loads of various supported ammo types.
    'Shoot self' option to cure infection
    Reduced spawn ratio of firearms and ammo on corpses.
     
    Full changelog:
     
    I should mention this is NOT server ready yet (or any SP game you care about).  Theres a few things that I still need to fix (speedloaders, break barrels) and it still needs more extensive testing to weed out any hidden bugs. Its also going to be going through multiple daily changes for the next little while, but figured I'd post it for people who want to check it out.
     
    Screenshots showing the new context menus and tooltips:
     
  18. Like
    Khaos reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Have I mentioned I am really happy to see you guys picking this up?
  19. Like
    Khaos got a reaction from zzzomboid in Server TV/Radio using different language to client setting   
    Hi there I bought a server for the latest build today and I've noticed that the TV's and Radio's are using a different language as to what my client settings are which is English but the TV/Radio's are in French.
     
    I've looked through the ServerPZ.ini and can't see anything to do with language which leads me to being confused. In singleplayer the language is English as it is set in the options but on the server it is French. Does anyone know what could be causing this?
  20. Like
    Khaos got a reaction from hyperchondriac in Metalworking *spoilers*   
    Wat?, Hydrocraft doesn't dictate how the base game is developed. You could just solve that by removing the in-game furnace and replacing it with your own.
  21. Like
    Khaos got a reaction from Susan in Metalworking *spoilers*   
    Wat?, Hydrocraft doesn't dictate how the base game is developed. You could just solve that by removing the in-game furnace and replacing it with your own.
  22. Like
    Khaos got a reaction from King Kitteh in Metalworking *spoilers*   
    Wat?, Hydrocraft doesn't dictate how the base game is developed. You could just solve that by removing the in-game furnace and replacing it with your own.
  23. Like
    Khaos got a reaction from Johnny Fisher in Metalworking *spoilers*   
    Wat?, Hydrocraft doesn't dictate how the base game is developed. You could just solve that by removing the in-game furnace and replacing it with your own.
  24. Like
    Khaos got a reaction from Geras in Metalworking *spoilers*   
    Wat?, Hydrocraft doesn't dictate how the base game is developed. You could just solve that by removing the in-game furnace and replacing it with your own.
  25. Like
    Khaos got a reaction from Teesee in Metalworking *spoilers*   
    Wat?, Hydrocraft doesn't dictate how the base game is developed. You could just solve that by removing the in-game furnace and replacing it with your own.
×
×
  • Create New...