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About Fenris_Wolf

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    coding and gunning down the undead

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  1. Favorite Foods to Cook

  2. How do global xp is gained?

    Any xp earned by your skills also goes into the global xp. The speed that you acquire this doesn't change, but you do need more of it for each new skill point. Eventually the xp required stops changing but i can't remember at what point. The increased requirements for the global xp makes it important to have 1 or 2 skills that you specialize in, reading the higher level skillbooks will give you a bigger xp bonus for that skill, which gives you more global xp. If you spend all your points getting all the low skill levels, you end up struggling to get more points (the cost for points keep rising, but with low skillbooks your gains are small). Once you've got 1 or 2 skills up to level 4 or higher its pretty safe to start randomly spending the points on every skill without needing to worry about running low.
  3. (Iwbums 40.25 steam) items from trunk gone

    Lies and slander! It actually is updated for IWBUMS, but its pretty resilient to pz branch updates..without pz changing the reloadmanager or the event system its not likely to actually break. if it goes below 60% condition, you can start to lose stuff depending on your driving style at the time. Over 20kph and the chances are based on your current cornering rate and the part condition.
  4. ORMtnMan's Real Guns Mod 1.242 [32.30]

  5. ORGM Rechambered

    v3.09.1-stable is now live in the steam workshop (thanks OrMntMan!)
  6. ORGM Rechambered

    There was never 'more' varieties, in fact the older versions had quite a bit less. The number of bullet types has effectively doubled from the older versions. 2) The list not displaying properly is annoying but its hardcoded into the java files. Without implementing completely new tooltip code (something I plan to do at a later point anyways) theres not much that can be done about it. 3) WD-40 and its intended use is set to change for the v3.10 branch, currently it works as a 'repair item', where in the next major update when cleaning the firearm becomes important its more of a 'maintenance item' (sort of) 4) As mentioned before, the attachments/components (aka: 'modules') is going to be completely redone. At the moment all guns technically have those 5 slots as they are part of PZ's base code (canon, scope, recoil, clip, stock). The new planned system will work much different, where these components will be more like a branching tree structure: those components (modules) will have slots for attaching more. Using a shotgun as a example, a recoil pad attaches to the stock, that stock can be removed and replaced with a pistol grip, and suddenly there is no more spot for a recoil pad. Barrels on many shotguns can be swapped: Some have a built in choke that can not be removed, some barrels have threads allowing you to attach a threaded choke. The current attachments/components I do not waste time working on these when I have such a massive over hall on how that system works planned. As for the Inspection Window, the current version was very much a early prototype and no where near its final version, and will hopefully go through some drastic changes in v3.10. 5) The reason it doesn't allow for this is it seriously complicates the code and runs the risk of creating some extreme bugs. As I said the upgrading of this mod from the old legacy version is still very much a work-in-progress. Many parts of it have been ignored or left under developed while I work on more important parts that need to be developed first. The parts that I do still need to work on will be gotten to eventually when its their time.
  7. ORGM Rechambered

    Having exact data for attachments would be near pointless at this time anyways and rarely works into something that can be expressed in a simple % value. I'm constantly rebalancing things, and planning on completely redoing the attachment system in the future. However, all of this data does exist in the media/lua/shared/4LoadOrder folder, and is fairly simple to browse. But quite honestly most people don't understand the mechanics behind the mod's calculations so the data itself is probably of fairly little use. Thats because these really have no effect on damage, and only the scopes effect range at all. The effects of the others are more subtle. I'm sorry but I strongly disagree with this. This mod is not intended for those with little or none firearms knowledge. Its not designed for the average gamer that simply wants more "realistically named guns" or to "min/maximize" their characters. It is specifically intended for the firearm enthusiasts which is why it has such a focus on realism. Despite the wide popularity of the mod it's intended audience is really very specific. As the mod develops the calculations and stats will become even more indepth, straying even farther from the realm of the average user. It will not be adapted for them, but instead go in the entirely opposite direction. Already the Inspection Window shows values in a "fuzzy logic" term (ie: damage: extreme, high, good, average, low, very low, horrible), and by adding the "Debug = true" to the ORGM.ini you can view the exact numerical values, but showing these numbers is never going to be the default option. I will at some point provide more information in game so players can make more informed choices, but understand at this point this mod is still very much a work-in-progress. Most of the work so far has been into rewriting the code base to be more manageable long-term, upgrading the mechanics and getting it into a place I can start adding features that have been planned for a long time.
  8. ORGM Rechambered

    This is a particularly difficult problem to list in wiki pages. Unlike the older versions of the mod (and the vanilla PZ), the damage values are not hardcoded. In fact damage (as well as other attributes) is based on a number of factors: 1) the damage multiplier in your ORGM settings 2) the caliber of the ammo, and the bullet type (FMJ, HP) 3) the length of the barrel on the firearm (most firearms that spawn can have different lengths: the AR-15 can be a 16", 20" or 24") 4) the action type/feed system of the firearm (automatics absorb some pressure, reducing bullet velocity, therefor range and damage) When a round is fed into the chamber, it checks all these things above and applies a mathematical function to calculate stats such as damage, range, recoil, etc. So its quite impossible to list these values on a website or wiki page. If you're really curious you can edit your ORGM.ini file, and add "Debug = true" into it. Doing that will create a new tab on the Inspection Window showing raw numeric values for all the stats. Personally I like the fact it doesn't display this info by default. These numbers are not something a person would know exactly as they can be effected by variety of conditions and factors. None of the attachments currently effect the damage stats, except for shotgun chokes.
  9. ORGM Rechambered

    v3.09.1-stable is now up. More models by Filibuster Rhymes! Fixed bug in "reset to defaults" context menu not fixing obscure magazine bug Renamed Mossberg 590 sawnoff version to 590A1 (you cant really saw off this one) and removed recipe Increased capacity of 590 and 590A1 to 8+1 and 7+1 Fixed barrel length of 590 to correct 20" Fixed display names for .223 and .30-06 hp boxes and cans
  10. ORGM Rechambered

    that was actually helpful just found the issue, it was with the display names...I had changed them to make translations easier, I'll have to go through the file with a fine toothed comb in the morning and upload a patch with the other fixes and updates i've made
  11. ORGM Rechambered

    You've definitely got something screwy going on with your game...that just shouldn't be... picking up ammo shouldn't change, thats not something orgm hooks into. Not to mention that canister image in the stack showing on a item labelled 'box'. I've never seen anything like that, I cant even fathom how that would be possible unless some other mod is causing some SERIOUS conflict or your game is just corrupted to hell...and even then.... wtf. I'm just speechless on that one
  12. Black vehicles IWBUMS 40.25 (Steam) Linux Debian

    Delete the media/textures folder in your PZ install directory, and have steam verify your files again so it redownloads them. Oddly the steam verification process misses the fact that the vehicle texture filenames are now in lowercase, which screws linux from properly loading them.
  13. ORGM Rechambered

    Ah, thanks. You just found another bug for me, since that should have fixed it..,,patching that one now. Not sure swapping to pump will be any more reliable. I tend to use the benelli m3 in semi auto mode instead of pump and never seem to be able produce this bug.
  14. ORGM Rechambered

    I think theres something funky going on with pz's ReloadManager but i'm not sure where the fault is...this bug occasionally pops up but I've never been able to reliably reproduce it to track it down. I think it just seems to get confused sometimes as to which is the player's current ReloadableWeapon. Its...irritating to say the least. Going to have to do some serious digging though the code see if i can spot the issue. At any rate, if your still using the mod with the 'Debug = true' flag in the .ini file, right click on the weapon in your hand > Admin > reset to default
  15. ORGM Rechambered

    v3.09-stable is up! Tons of little changes and fixes from the previous beta. Complete changelog is here: Workshop will be updated as soon as I can coordinate it with OrMntMan