Fenris_Wolf

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About Fenris_Wolf

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    https://tekagis.ca

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    coding and gunning down the undead

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  1. Fenris_Wolf

    ORGM Rechambered

    Yep, and updates to ORGM to make it work. I decided since next time around I don't have to worry about breaking things like save compatibility, it was time to make some drastic changes to the mod. But given the effort involved in some of these changes, it may delay the release...so people might (good chance) will have to play anim build without ORGM for a while, least while its still in IWBUMS. There's tons of crazy stuff in the works for v4 of the mod that will be worth the wait though. Multiple capacity magazines, Dozens of variants of each gun, different models offered by the manufacturer..with different barrel lengths, calibers and features (theres 20 colt anaconda's on the list alone!), including some extremely rare collectibles. A new system is in place for generating many variants of a gun or magazine with minimal effort (other then research involved), and a powerful new spawn system to allow all these new variant without flooding and diluting the loot tables. Just going to take a bit of time to hammer it all out.
  2. Fenris_Wolf

    Reloading skill could use a rework

    The mod doesn't actually change anything with how the reloading skill effects speed, its just giving larger magazine sizes to get a better measurement on the effects of the skill at different levels. Using it for timed tests is perfectly valid as the effect will be the same in vanilla. You may not have been in a situation where that speed makes any difference, I'm sure many players haven't. Reloading is probably useless for 90% of the players, but so is aiming. It all depends on personal play style. Firearms are my primary weapon (playing both modded and vanilla) and basically all I use. The number of times having high reloading have been a lifesaver I can't count. Different players are always going to find different skills more (or less) useful then another player. Most useless skills for me: Farming, Foraging, Cooking, and Electrical, in that order. Many players consider them high value skills, but I've never been in a situation where any of those were needed or helpful to my games.
  3. Fenris_Wolf

    Reloading skill could use a rework

    Adding a maintenance skill would be nice, but reloading is far from useless. Theres a pretty massive speed difference between level 0 and 10. If you want to see, try loading a 200 round M249 belt from ORGM, and time how long it takes at level 0 and at 10. Just don't try that panicked. Even with the vanilla shotgun there is a huge noticeable difference in the speed. Reloading is my priority skill to level before anything else, even aiming.
  4. Fenris_Wolf

    ORGM Rechambered

    v3.09.2-Stable is up. Major features include merging of Filibuster Rhyme's awesome models, all models now properly match the firearm. New tooltips! 4 styles to choose from: classic (the old style), full (much more informative with colored bars), numeric (raw numbers instead of bars), and a dynamic style that changes the information shown as you level (this style is a WIP prototype, and will probably change in the future). In Multiplayer the tooltiip style is set by the server's options. Mechanics tweaks and additional configuration options. Fully update RU, CH and CN translations, thanks to Lotus Elise (RU) and Cleave (CH, CN) Full changelog: Screenshots of the new tooltips in 'Full' style:
  5. Fenris_Wolf

    Graceful vs. Inconspicuous

    The only reference to Graceful is in the footstep check code. It has no effect on the trees. Expanding on my choice, I spend a ungodly amount of time in line of sight to zombies but not actually moving. Usually I'm firing shots and moving positions. Hordes are already attracted by the gunshots, footsteps are hardly a concern. By the time the zombies are in footstep range, I've probably stopped moving already.
  6. Fenris_Wolf

    Graceful vs. Inconspicuous

    Inconspicuous effects the vision check, not all senses (sight only). With that trait, your check receives a x0.5 multiplier (so -50%). Graceful is on the footsteps noise check, and you receive a x0.6 multiplier (-40%), before lightfoot perk levels are applied Given a choice between the two, I'd also take Inconspicuous. It helps when getting caught out in the open. If you want to stop making noise just stop moving. Its easy to hide from their hearing, hiding from their vision often means going indoors, and once indoors your footsteps get muffled anyways.
  7. Fenris_Wolf

    ORGM Rechambered

    Next update was supposed to be more of a patch, few bugfixes and features that didn't make it in time for last release. Its not that I'm waiting, just I haven't had time to finish it off. Its mostly done just need some changes to the new tooltip designs and polishing off the code.
  8. Fenris_Wolf

    ORGM Rechambered

    Not sure whats going on there. Without more info (pz version, orgm version, console logs etc) i couldn't even begin to imagine. But it sounds like theres some serious corruption or possibly conflicts going on with other mods, or even a VERY outdated (legacy) ORGM version. Changing reloading difficulty would not cause or make those problems go away, 'easy' reloading doesn't even work with ORGM, It should be behaving as if normal was selected. (magazines required but automatically racks) The armor system is fundamentally flawed. The fact that it offers 90% stopping power vs both a 9mm or a .308 shows this. It doesn't take into account caliber (even the vanilla ones), ORGM's penetration is also ignored. These changes were added to ORGM long after the armor mod was added to HC, but that doesn't change the fact the armor is a crude and unrealistic system in the first place. The damages you see in the file are only a rough comparison. It will end up passing through multiple modifiers (both increasing and decreasing the value), inside the mod code, and the java. The use of FMJ/HP in many cases will not matter especially with the larger calibers since they do so much already... BUT when it comes to lower power calibers (.22LR, .32ACP, etc) that extra bit of damage can make all the difference. Of those calibers I don't usually even bother using the FMJ's they just don't have the stopping power. But really, your first question also answers your second: In pvp (especially with HC armor), FMJ is useless, and HP is the ideal ammo. For now the only advantage of FMJ is the multi-kill shots which requires your targets to be in a line (or horde). The FMJ is generally considered more 'bulk' ammo with the HP more prized (even more so on pvp servers). Personally I load depending on what I intend the gun for. As I travel around our server I generally keep 3-4 guns on me (usually 2 on me rest in vehicle): * A shotgun (obviously). This is most likely left in vehicle with 00 Buck for emergencies. Often a Benelli with at least a 20" barrel. * A 5.56mm assault rifle or 7.62mm battle rifle, loaded with FMJ. This is my main go-to gun, used for general horde killing chaos. * A 7.62mm battle rifle (or if already using a 7.62 for my main, spare mags), loaded with HP. Exclusively for PvP. * A pistol or SMG as a backup, loaded with HP. I don't intend to be killing large hordes, this gun is mostly for saving my main gun's ammo. Since this is a pistol caliber AND short barreled, I want to maximize damage and only use FMJ when I don't have enough HP rounds.
  9. Fenris_Wolf

    ORGM Rechambered

    It really depends. To quote myself from the workshop page comments: FMJ = Full metal jacket, designed to retain its shape when it hits the target for maximum penetration HP = Hollow point, designed to deform and expand when it hits the target, limiting penetration but increasing tissue damage. In game these work basically like the description above. If you want max damage, use HP (ideal for pvp, small hordes). If you want to try and nail a bunch of zombies in a line (like a large horde) use FMJ. Its entirely subjective. Are you trying to maximize damage? Range? Recoil? Accuracy? Rate of fire? Ease of carry? The way the mod works factoring numerous variables when setting up a guns stats (especially when adding attachments) makes deciding which is 'best for a specific job a very blurry line, and best left to personal experience and preference. With that said there is 3 main points you should look at when evaluating a weapon: 1) The caliber. Larger caliber bullets tend to hit harder in general as well as generate more recoil. Rifle calibers tend to hit even hard and have more penetration and range then pistol calibers. They also generate more recoil, but this is usually offset by the weight. Larger calibers also generally means smaller magazine sizes. How good is your aim? Can you afford having less rounds in a crisis? 2) The barrel length. This can be seen in the inspection window. Longer barrels do more damage and have more range then the same caliber from a shorter barrel and generate less recoil, but also have more weight. The added weight may make the firearm more awkward and slower to use (this might be offset by the gun generating less recoil). 3) The weight of the firearm. As suggested by the above 2 points, weight is a important factor. Heavier guns tend to kick less but are slower to aim, thus having a direct effect on Rate of Fire (or if using full auto mode: Accuracy). Adding attachments can change the weight (either more or less). Just like IRL, the only way to truly tell which is the best gun for you is by testing various setups
  10. Fenris_Wolf

    Vehicle shell overlays showing on wheel textures.

    That is odd. We don't include the "/media/textures' in the model loading code in ORGM, or Filibuster Rhymes Used Cars. With it there, textures wouldn't load on linux or mac at all, and in a few instances on windows it wouldn't load the wheel textures and would use the vehicle shell texture on the wheels instead. Though on windows it was rare, and probably video card related.
  11. Fenris_Wolf

    Vehicle shell overlays showing on wheel textures.

    Documentation is...limited. Theres the online java api http://projectzomboid.com/modding/ but its VERY outdated, and doesn't actually document much more then method names, argument and return types. Its a lot easier to just decompile and read the java since you get the same information (and more), and its up-to-date.
  12. Fenris_Wolf

    Vehicle shell overlays showing on wheel textures.

    The main problem is your using loadVehicleModel to load the wheels. The model loading code your using seems to be based off the same code 95% of other mods use (a old example thats been passed around), and is actually incorrect. It works fine on windows but tends to utterly bail on linux and mac (fails to load the textures), because the "/media/textures/" part of the path is automatically added inside the java. local function info() -- EDIT local dir = getDi´╗┐r(MOD_ID); loadVehicleModel("Vehicles_VileMilitaryTruck", dir.."/media/models/Vehicles_VileMilitaryTruck.txt", "/Vehicles/Vehicle_VileMilitaryTruck_Shell.png"); loadStaticZomboidModel("Vehicles_WheelMiliTruckR", dir.."/media/models/Vehicles_WheelMiliTruckR.txt", "/Vehicles/Vehicle_WheelMiliTruck.png"); loadStaticZomboidModel("Vehicles_WheelMiliTruckL", dir.."/media/models/Vehicles_WheelMiliTruckL.txt", "/Vehicles/Vehicle_WheelMiliTruck.png"); -- END EDIT VehicleDistributions[1].VileMilitaryTruck = { Normal = VehicleDistributions.Normal, Specific = { VehicleDistributions.Groceries, VehicleDistributions.Carpenter, VehicleDistributions.Farmer, VehicleDistributions.Electrician, VehicleDistributions.Survivalist, VehicleDistributions.Clothing, VehicleDistributions.ConstructionWorker, VehicleDistributions.Painter }, } ISCarMechanicsOverlay.CarList["Base.VileMilitaryTruck"] = {imgPrefix = "smallcar_", x=10,y=0}; VehicleZoneDistribution.parkingstall.vehicles["Base.VileMilitaryTruck"] = {index = -1, spawnChance = 30}; end Events.OnInitWorld.Add(info); One other bit of advice: use lowercase texture names. "vehicles/vehicle_vilemilitarytruck_shell.png" instead of "Vehicles/Vehicle_VileMilitaryTruck_Shell.png" Not only in the lua, but in your scripts *.txt files, and for the actual folder and filename. Mixed case has caused problems, which is why they switched to lowercase vehicle texture names for vanilla.
  13. Fenris_Wolf

    ORGM Rechambered

    Thats kind of like asking whats the best gun to shoot someone with IRL Its going to depend on situation. But in general, you're going to want to maximize damage as fast as possible which means any of the .308/7.62 battle rifles. The heavier ones are better in full auto since it absorbs recoil, but a major drawback in semi auto mode. Its also really going to depend on factors such as accuracy...if your expecting to miss a number of shots or fighting multiple targets it might be worth using a 5.56 M-16 (or similar) instead, so you've got 30 round mags instead of 20 (less time wasted reloading). If you really need to engage multiple targets then the M249 since its got that 200 round belt, its heavy as hell so doesn't suffer as much accuracy penalty in full auto. The main drawback is the shorter 18" barrel will do slightly less damage then a 20" M-16, and substantially less then a 20+ inch 7.62mm
  14. Fenris_Wolf

    ORGM Rechambered

    In truth I'm not happy with the current box and canister counts, however its not something that can be easily changed (in theory, yes its easy), but the number of players and servers that have their loot balanced would suddenly have the ammo counts doubled. Easier to just change the ammo spawn settings in orgm's options. If you do change the ammo count for cans and boxes in your files though, it needs to be done in the scripts/*.txt files, AND the lua/shared/4LoadOrder/ORGMData_Ammo.lua, also note the weight of the canisters matches the ammo contained..those 250 12g canisters weigh in at 10 each, so a 500 should weigh 20.
  15. Fenris_Wolf

    ORGM Rechambered

    Answered (sort of) 4 posts up: The Thompson is in there already, but its the M1A1 version not the 1928