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Arsenal26

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  1. Like
    Arsenal26 reacted to GoodOldLeon in Men with Ven   
    *penisham intensifies*
  2. Like
    Arsenal26 reacted to Blasted_Taco in Men with Ven   
    Fuck yes, this is what i wanted to read for a long ass time now.
  3. Like
    Arsenal26 reacted to axeladalidez78 in RELEASED: IWBUMS Build 40.18   
    I'm experiencing total freezing of the game whenever it starts to rain or when I enter a specific part of a building. The game keeps playing but the visuals are completely frozen.
    When this happens, the console repeats constantly this message:
     
     
  4. Like
    Arsenal26 reacted to Fenris_Wolf in ORGM Rechambered   
    v3.09-beta-rc1 is up. (see the Beta/Experimental link in the initial thread post)
     
    changelog in the spoilers, its pretty massive:
     
    The main highlights are the new mechanics. Barrel length matters. All guns spawn with one of the factory barrel length options produced by the manufacturer (firearms updating from previous versions will have one of those barrel lengths assigned to them).
    You can see the barrel length of any firearm by bringing up the inspection window and checking the 'details' tab.
     
    Shorter barrels will reduce range and damage and weight of the firearm, and increase recoil. The action type/feed system now also has a greater effect. For automatics, gas pressure is absorbed cycling the action reducing the bullets velocity and energy, while absorbing recoil. There is now a noticeable difference in performance firing a .308 from a bolt action with a 24" barrel then a automatic with a 18" barrel.
    Also strength now effects recoil, thereby effecting accuracy when firing in full auto.
     
    To compensate for the new mechanics, the default damage multiplier in the settings has been raised from 0.5 to 0.6. If you are updating from a previous version you may have to go to the ORGM tab in the PZ options screen and manually change it.
     
    New options have been added to the ORGM tab, as well as several advanced options that can be defined in the ORGM.ini but do not show on the options screen that allow fine tuning of the performance and handling of firearms (mainly for tweaking by server admins)
    Unlisted options include:
     
    Please be aware this is still in beta/testing phase, and should be considered as a 'I WILL BACK UP MY SAVES' scenario.
     
     
  5. Like
    Arsenal26 got a reaction from ZombiesLoveBrainiacs in Small but Important Suggestions Thread   
    893.   
     
    Currently with the darkness "fog", you can turn and look when the windows are rolled down from a vehicle to reveal visually thru the fog... This should be enabled whether or not the windows are open or not...  I understand it's for aiming purposes and you cannot shoot while the window is closed, but this "looking" feature is useful for looking down alleyways, etc...
     
    Perhaps enable the "look" feature, and if you start shooting without rolling down the window, it just gets broken out ???
     
     
  6. Like
    Arsenal26 got a reaction from Kuren in Beeverdoid   
    I think in a zombie world where you can be pulled through a window and eaten by zombies creates a need for quick solutions to offset the daily threat of death.... Many of these solutions will *NOT* be optimal in terms of vehicle design where : weight, handling, visibility, etc. are concerned.... They are merely ways to stay alive in a pinch...
     
    If you zombie proof your vehicle with improper tools with less than optimal skills, in an even less than optimal environment, under constant threat with little to no sleep.... things will get overlooked, and it absolutely will not be perfect...
     
    At least until someone acquires the skills, time, and material to produce good quality components.... None of which a starting level character will possess. Which brings us to the next possibility....
     
    I expect that any non-skilled (metalwork/fabrication) character will produce things that look and fit horribly, and are barely useful in terms of the trade off between armor vs. vehicle stats...
     
    IMO, this is fitting in terms of realism where we should remember that we're talking about dentists, accountants, policemen who are all skilled in a profession which is *NOT* vehicular armor fabrication...
     
    Should this stop them from attempting these things to improve their odds at surviving.... absolutely not!!!
    I think this is the core of the game.....  to learn to survive by acquiring the skills and material to accomplish projects such as these...
     
    Compare in terms of a couple planks over a window vs. properly installed metal bars....  Anyone can bang up some planks, and they will barely keep anything out.... but a skilled metal fabricator can create something that could contain a lion or bear...
     
    I hope that we will see some sort of tiered progression in terms of skill/quality... but not without balance (more on this below)
     
     
    Basic things to do to a survival vehicle in order of importance might resemble something like this :
    1 - Do something to keep from getting yanked out of the window and eaten every time I drive somewhere
    2 - Do something to keep the engine from getting damaged every time I run into something
    3 - Do something to prevent my tires from getting punctured every time I drive off road
    4 - Do something to improve reliability and keep it running at all costs (dual battery, larger fuel tank)
    5 - Do something to increase storage capacity for looting runs
    6 - Do something to prevent lights from getting smashed every time I run into something
     
    Conversely, In a sandbox world where fuel is scarce, the list might be much shorter
    1 - Remove everything to save weight and increase fuel economy
     
    Since no vehicle is perfect for all purposes, stripping down a vehicle to improve fuel economy to extend usefulness in a fuel scarce world might be a decision for some people...  (no doors, panels, etc)
     
     
    What I hope NEVER to see in this game is the "END ALL B.F.G. UPGRADE" that renders all other versions useless...  This is where other simple minded games end, where the last upgrade is simply the best of all worlds...  This IMO, will detriment replay-ability more than add to it...  The thing that adds to replay-ability is options.... options which have benefits and consequences.
     
    That said.... I *HOPE* that the highest armor upgrade has the worst fuel economy and visibility among other trade-offs to truly make it an option instead of a linear path to the game killing End All B.F.G. Upgrade...
     
     
     
     
  7. Like
    Arsenal26 got a reaction from cool daddy shark in Beeverdoid   
    I think in a zombie world where you can be pulled through a window and eaten by zombies creates a need for quick solutions to offset the daily threat of death.... Many of these solutions will *NOT* be optimal in terms of vehicle design where : weight, handling, visibility, etc. are concerned.... They are merely ways to stay alive in a pinch...
     
    If you zombie proof your vehicle with improper tools with less than optimal skills, in an even less than optimal environment, under constant threat with little to no sleep.... things will get overlooked, and it absolutely will not be perfect...
     
    At least until someone acquires the skills, time, and material to produce good quality components.... None of which a starting level character will possess. Which brings us to the next possibility....
     
    I expect that any non-skilled (metalwork/fabrication) character will produce things that look and fit horribly, and are barely useful in terms of the trade off between armor vs. vehicle stats...
     
    IMO, this is fitting in terms of realism where we should remember that we're talking about dentists, accountants, policemen who are all skilled in a profession which is *NOT* vehicular armor fabrication...
     
    Should this stop them from attempting these things to improve their odds at surviving.... absolutely not!!!
    I think this is the core of the game.....  to learn to survive by acquiring the skills and material to accomplish projects such as these...
     
    Compare in terms of a couple planks over a window vs. properly installed metal bars....  Anyone can bang up some planks, and they will barely keep anything out.... but a skilled metal fabricator can create something that could contain a lion or bear...
     
    I hope that we will see some sort of tiered progression in terms of skill/quality... but not without balance (more on this below)
     
     
    Basic things to do to a survival vehicle in order of importance might resemble something like this :
    1 - Do something to keep from getting yanked out of the window and eaten every time I drive somewhere
    2 - Do something to keep the engine from getting damaged every time I run into something
    3 - Do something to prevent my tires from getting punctured every time I drive off road
    4 - Do something to improve reliability and keep it running at all costs (dual battery, larger fuel tank)
    5 - Do something to increase storage capacity for looting runs
    6 - Do something to prevent lights from getting smashed every time I run into something
     
    Conversely, In a sandbox world where fuel is scarce, the list might be much shorter
    1 - Remove everything to save weight and increase fuel economy
     
    Since no vehicle is perfect for all purposes, stripping down a vehicle to improve fuel economy to extend usefulness in a fuel scarce world might be a decision for some people...  (no doors, panels, etc)
     
     
    What I hope NEVER to see in this game is the "END ALL B.F.G. UPGRADE" that renders all other versions useless...  This is where other simple minded games end, where the last upgrade is simply the best of all worlds...  This IMO, will detriment replay-ability more than add to it...  The thing that adds to replay-ability is options.... options which have benefits and consequences.
     
    That said.... I *HOPE* that the highest armor upgrade has the worst fuel economy and visibility among other trade-offs to truly make it an option instead of a linear path to the game killing End All B.F.G. Upgrade...
     
     
     
     
  8. Like
    Arsenal26 got a reaction from Tails in Beeverdoid   
    I think in a zombie world where you can be pulled through a window and eaten by zombies creates a need for quick solutions to offset the daily threat of death.... Many of these solutions will *NOT* be optimal in terms of vehicle design where : weight, handling, visibility, etc. are concerned.... They are merely ways to stay alive in a pinch...
     
    If you zombie proof your vehicle with improper tools with less than optimal skills, in an even less than optimal environment, under constant threat with little to no sleep.... things will get overlooked, and it absolutely will not be perfect...
     
    At least until someone acquires the skills, time, and material to produce good quality components.... None of which a starting level character will possess. Which brings us to the next possibility....
     
    I expect that any non-skilled (metalwork/fabrication) character will produce things that look and fit horribly, and are barely useful in terms of the trade off between armor vs. vehicle stats...
     
    IMO, this is fitting in terms of realism where we should remember that we're talking about dentists, accountants, policemen who are all skilled in a profession which is *NOT* vehicular armor fabrication...
     
    Should this stop them from attempting these things to improve their odds at surviving.... absolutely not!!!
    I think this is the core of the game.....  to learn to survive by acquiring the skills and material to accomplish projects such as these...
     
    Compare in terms of a couple planks over a window vs. properly installed metal bars....  Anyone can bang up some planks, and they will barely keep anything out.... but a skilled metal fabricator can create something that could contain a lion or bear...
     
    I hope that we will see some sort of tiered progression in terms of skill/quality... but not without balance (more on this below)
     
     
    Basic things to do to a survival vehicle in order of importance might resemble something like this :
    1 - Do something to keep from getting yanked out of the window and eaten every time I drive somewhere
    2 - Do something to keep the engine from getting damaged every time I run into something
    3 - Do something to prevent my tires from getting punctured every time I drive off road
    4 - Do something to improve reliability and keep it running at all costs (dual battery, larger fuel tank)
    5 - Do something to increase storage capacity for looting runs
    6 - Do something to prevent lights from getting smashed every time I run into something
     
    Conversely, In a sandbox world where fuel is scarce, the list might be much shorter
    1 - Remove everything to save weight and increase fuel economy
     
    Since no vehicle is perfect for all purposes, stripping down a vehicle to improve fuel economy to extend usefulness in a fuel scarce world might be a decision for some people...  (no doors, panels, etc)
     
     
    What I hope NEVER to see in this game is the "END ALL B.F.G. UPGRADE" that renders all other versions useless...  This is where other simple minded games end, where the last upgrade is simply the best of all worlds...  This IMO, will detriment replay-ability more than add to it...  The thing that adds to replay-ability is options.... options which have benefits and consequences.
     
    That said.... I *HOPE* that the highest armor upgrade has the worst fuel economy and visibility among other trade-offs to truly make it an option instead of a linear path to the game killing End All B.F.G. Upgrade...
     
     
     
     
  9. Like
    Arsenal26 got a reaction from Geras in Beeverdoid   
    I think in a zombie world where you can be pulled through a window and eaten by zombies creates a need for quick solutions to offset the daily threat of death.... Many of these solutions will *NOT* be optimal in terms of vehicle design where : weight, handling, visibility, etc. are concerned.... They are merely ways to stay alive in a pinch...
     
    If you zombie proof your vehicle with improper tools with less than optimal skills, in an even less than optimal environment, under constant threat with little to no sleep.... things will get overlooked, and it absolutely will not be perfect...
     
    At least until someone acquires the skills, time, and material to produce good quality components.... None of which a starting level character will possess. Which brings us to the next possibility....
     
    I expect that any non-skilled (metalwork/fabrication) character will produce things that look and fit horribly, and are barely useful in terms of the trade off between armor vs. vehicle stats...
     
    IMO, this is fitting in terms of realism where we should remember that we're talking about dentists, accountants, policemen who are all skilled in a profession which is *NOT* vehicular armor fabrication...
     
    Should this stop them from attempting these things to improve their odds at surviving.... absolutely not!!!
    I think this is the core of the game.....  to learn to survive by acquiring the skills and material to accomplish projects such as these...
     
    Compare in terms of a couple planks over a window vs. properly installed metal bars....  Anyone can bang up some planks, and they will barely keep anything out.... but a skilled metal fabricator can create something that could contain a lion or bear...
     
    I hope that we will see some sort of tiered progression in terms of skill/quality... but not without balance (more on this below)
     
     
    Basic things to do to a survival vehicle in order of importance might resemble something like this :
    1 - Do something to keep from getting yanked out of the window and eaten every time I drive somewhere
    2 - Do something to keep the engine from getting damaged every time I run into something
    3 - Do something to prevent my tires from getting punctured every time I drive off road
    4 - Do something to improve reliability and keep it running at all costs (dual battery, larger fuel tank)
    5 - Do something to increase storage capacity for looting runs
    6 - Do something to prevent lights from getting smashed every time I run into something
     
    Conversely, In a sandbox world where fuel is scarce, the list might be much shorter
    1 - Remove everything to save weight and increase fuel economy
     
    Since no vehicle is perfect for all purposes, stripping down a vehicle to improve fuel economy to extend usefulness in a fuel scarce world might be a decision for some people...  (no doors, panels, etc)
     
     
    What I hope NEVER to see in this game is the "END ALL B.F.G. UPGRADE" that renders all other versions useless...  This is where other simple minded games end, where the last upgrade is simply the best of all worlds...  This IMO, will detriment replay-ability more than add to it...  The thing that adds to replay-ability is options.... options which have benefits and consequences.
     
    That said.... I *HOPE* that the highest armor upgrade has the worst fuel economy and visibility among other trade-offs to truly make it an option instead of a linear path to the game killing End All B.F.G. Upgrade...
     
     
     
     
  10. Like
    Arsenal26 got a reaction from ThomEye in Beeverdoid   
    I think in a zombie world where you can be pulled through a window and eaten by zombies creates a need for quick solutions to offset the daily threat of death.... Many of these solutions will *NOT* be optimal in terms of vehicle design where : weight, handling, visibility, etc. are concerned.... They are merely ways to stay alive in a pinch...
     
    If you zombie proof your vehicle with improper tools with less than optimal skills, in an even less than optimal environment, under constant threat with little to no sleep.... things will get overlooked, and it absolutely will not be perfect...
     
    At least until someone acquires the skills, time, and material to produce good quality components.... None of which a starting level character will possess. Which brings us to the next possibility....
     
    I expect that any non-skilled (metalwork/fabrication) character will produce things that look and fit horribly, and are barely useful in terms of the trade off between armor vs. vehicle stats...
     
    IMO, this is fitting in terms of realism where we should remember that we're talking about dentists, accountants, policemen who are all skilled in a profession which is *NOT* vehicular armor fabrication...
     
    Should this stop them from attempting these things to improve their odds at surviving.... absolutely not!!!
    I think this is the core of the game.....  to learn to survive by acquiring the skills and material to accomplish projects such as these...
     
    Compare in terms of a couple planks over a window vs. properly installed metal bars....  Anyone can bang up some planks, and they will barely keep anything out.... but a skilled metal fabricator can create something that could contain a lion or bear...
     
    I hope that we will see some sort of tiered progression in terms of skill/quality... but not without balance (more on this below)
     
     
    Basic things to do to a survival vehicle in order of importance might resemble something like this :
    1 - Do something to keep from getting yanked out of the window and eaten every time I drive somewhere
    2 - Do something to keep the engine from getting damaged every time I run into something
    3 - Do something to prevent my tires from getting punctured every time I drive off road
    4 - Do something to improve reliability and keep it running at all costs (dual battery, larger fuel tank)
    5 - Do something to increase storage capacity for looting runs
    6 - Do something to prevent lights from getting smashed every time I run into something
     
    Conversely, In a sandbox world where fuel is scarce, the list might be much shorter
    1 - Remove everything to save weight and increase fuel economy
     
    Since no vehicle is perfect for all purposes, stripping down a vehicle to improve fuel economy to extend usefulness in a fuel scarce world might be a decision for some people...  (no doors, panels, etc)
     
     
    What I hope NEVER to see in this game is the "END ALL B.F.G. UPGRADE" that renders all other versions useless...  This is where other simple minded games end, where the last upgrade is simply the best of all worlds...  This IMO, will detriment replay-ability more than add to it...  The thing that adds to replay-ability is options.... options which have benefits and consequences.
     
    That said.... I *HOPE* that the highest armor upgrade has the worst fuel economy and visibility among other trade-offs to truly make it an option instead of a linear path to the game killing End All B.F.G. Upgrade...
     
     
     
     
  11. Like
    Arsenal26 got a reaction from Magic Mark in Beeverdoid   
    I think in a zombie world where you can be pulled through a window and eaten by zombies creates a need for quick solutions to offset the daily threat of death.... Many of these solutions will *NOT* be optimal in terms of vehicle design where : weight, handling, visibility, etc. are concerned.... They are merely ways to stay alive in a pinch...
     
    If you zombie proof your vehicle with improper tools with less than optimal skills, in an even less than optimal environment, under constant threat with little to no sleep.... things will get overlooked, and it absolutely will not be perfect...
     
    At least until someone acquires the skills, time, and material to produce good quality components.... None of which a starting level character will possess. Which brings us to the next possibility....
     
    I expect that any non-skilled (metalwork/fabrication) character will produce things that look and fit horribly, and are barely useful in terms of the trade off between armor vs. vehicle stats...
     
    IMO, this is fitting in terms of realism where we should remember that we're talking about dentists, accountants, policemen who are all skilled in a profession which is *NOT* vehicular armor fabrication...
     
    Should this stop them from attempting these things to improve their odds at surviving.... absolutely not!!!
    I think this is the core of the game.....  to learn to survive by acquiring the skills and material to accomplish projects such as these...
     
    Compare in terms of a couple planks over a window vs. properly installed metal bars....  Anyone can bang up some planks, and they will barely keep anything out.... but a skilled metal fabricator can create something that could contain a lion or bear...
     
    I hope that we will see some sort of tiered progression in terms of skill/quality... but not without balance (more on this below)
     
     
    Basic things to do to a survival vehicle in order of importance might resemble something like this :
    1 - Do something to keep from getting yanked out of the window and eaten every time I drive somewhere
    2 - Do something to keep the engine from getting damaged every time I run into something
    3 - Do something to prevent my tires from getting punctured every time I drive off road
    4 - Do something to improve reliability and keep it running at all costs (dual battery, larger fuel tank)
    5 - Do something to increase storage capacity for looting runs
    6 - Do something to prevent lights from getting smashed every time I run into something
     
    Conversely, In a sandbox world where fuel is scarce, the list might be much shorter
    1 - Remove everything to save weight and increase fuel economy
     
    Since no vehicle is perfect for all purposes, stripping down a vehicle to improve fuel economy to extend usefulness in a fuel scarce world might be a decision for some people...  (no doors, panels, etc)
     
     
    What I hope NEVER to see in this game is the "END ALL B.F.G. UPGRADE" that renders all other versions useless...  This is where other simple minded games end, where the last upgrade is simply the best of all worlds...  This IMO, will detriment replay-ability more than add to it...  The thing that adds to replay-ability is options.... options which have benefits and consequences.
     
    That said.... I *HOPE* that the highest armor upgrade has the worst fuel economy and visibility among other trade-offs to truly make it an option instead of a linear path to the game killing End All B.F.G. Upgrade...
     
     
     
     
  12. penisham
    Arsenal26 reacted to Vortecus in Change to the pacifist trait?   
    I'm British, I think you're taking my passive-aggressive attitude the wrong way.
  13. penisham
    Arsenal26 reacted to Vortecus in Change to the pacifist trait?   
    So take your modded opinions elsewhere, firearms are not the preferred weapons in vanilla; just the way it is. 
  14. Like
    Arsenal26 got a reaction from MECR in Super Survivors!   
    I’m having fun playing with this mod, and tweaking/adding things is half the fun even though I’m pretty horrible at coding. I suppose that’s what makes games with good MOD support so amazing. While I can't wait for an “NPC Test Branch”, I think this mod has really added some much needed depth to the game, and opened up a can of worms that cannot be ignored. So while waiting for “Official” NPC’s, we get to mess around with Super Survivors!

    That said, I've made a few tweaks to address a couple minor things that made Super Survivors! A little awkward (imo). I really don't know what the heck I'm doing, but calling upon some 7th grade C++ (from the 90's) I managed to not break the mod too badly while adding a few things to (imo) improve playability... I recorded a short video to help illustrate what I’m talking about…

     
    (Link Here)



    https://drive.google.com/file/d/1YdPgVAspfEqAdRmw-yWxZBn6qXCdXtPx/view
     
    Following in General – I noticed that setting the [Following Distance] only affects at what point survivors start to follow when they are stopped. In other words, they do not consider [Following Distance] when it comes to stopping… This results in survivors bunching up all around the player each time you stop.

    To remedy this, I changed it to check [Following Distance] setting during the stop trigger. The result is survivors will try to maintain the distance while following, and setting it to “10” really does mean “Hang back” and “Stay back there”


     
    Moving with Larger Groups – I find that moving with larger groups is awkward still because even though they can be made to maintain a certain distance and not crowd around the player, 4 or more survivors in a group still move in a bunched up sloppy looking mob. This is hardly noticeable with one or two survivors following, but with a group, it starts to look pretty silly.

    To remedy this, I added the ability to assign a value [Follow Order], which is derived by the current [Follow Distance], to each individual survivor. This value is then added to the [Follow Distance], resulting in the possibility for each group member to have a unique following distance. This allows groups to move in staggered formation where certain members can be placed up front or designated to hang back. (+)Increasing or (-)Decreasing the [Following Distance] setting will bring the entire formation closer or further respectively.


     
    Stand Ground issue - On issuing this command, all Super Survivors attempt to occupy the same square the player is in, similar to the issue with following in general described above. This is awkward when trying to setup a quick defensive posture, because they are all knocking heads and stepping on one another’s heels... I did however want to retain the ability to command individual survivors to Stand Ground in my square, just in case I want to place them behind a counter, or in a corner...


     
    To address this, I linked [Stand Ground] to the [Following Distance] value (similar to the fire control tweak a few posts up)... If [Follow Distance] is "0", they will try to occupy the players square. If [Follow Distance] is anything other than "0", they will Stand Ground where they are at the time the order is given.  This will allow the player to lead a group into position and then issue the order basically freezing them to fight in that formation. This will reduce instances of survivors climbing all over each other when you want your squad to stop and fight...


     
    Exchange Clothing - Added the ability to exchange clothes with survivors via the interaction menu... I dunno... just seemed like a cool thing to be able to do...  Matching uniforms for your Post Apocalyptic gang... Or if a Survivor spawns with amazing skills, but is wearing a purple vest...  "Come on man what the hell are you wearing !?!!"


     
    Dope and Beer - Added menu command instructing Survivor(s) to gather ammo in specific quantities... No more waiting until they've blown through the one box of ammo they brought only to run around in a panic like rank amateurs... You can tell them to bring a crap ton of ammo in a specific quantity designated by....... [Following Distance]!!!

    Just open up a couple cases into boxes... drop it all on the floor... and tell them how many they get each. I find this much easier than passing out ammo box by box.


     
    Survivor Info Screen – Added max (bag) weight, and current (bag) weight carried… useful to prevent survivor from dumping their loot if you accidently tell them to grab too much ammo. Added Bravery Points, and Following Order as well…



     
    Un-Addressed Issue - It seems to me that on occasion, when the Survivor is "Standing Ground" further away (still visible on screen, zoomed out)... specifically between the player and Zombies.... they fail to defend themselves... and just stand there and get chomped on...  Anyone know why this is ??


     
    At anyrate, These are some of the things I did to make this Mod play the way I wanted.... which is kind of turning it into a squad based RTS of sorts... Combined with Fenris Wolf's [ORGM-Rechambered], it's a blast!!!
     
     
     
  15. Like
    Arsenal26 got a reaction from MyTJ in Word Association Extra   
    Tradition -> Cheesy
    Kids think traditions are cheesy!
  16. Pie
    Arsenal26 got a reaction from FilibusterRhymes in Filibuster Rhymes Used Car Dealership or Whatever   
    Top notch stuff....  THANKS again for the 77'T/A....  simply awesome w/all the color options...
     
    I like using your models because your scaling is very consistent.. Really bugged the heck out of me using the Original game cars because some of them were just so out of scale with the rest...
     
    Incase it's useful to you for a major overhaul mod, here are some of the scaling values I ended up with for the Original car set. As I'm sure you know, messing with scale makes the wheels go nuts so most of the offsets are tweaked as well.... Not sure if this has any other side effects, LOL...  Also, just my opinion on the scale values.... I may be completely off!!!!  (take with a grain of salt)
     
     
    Can't wait for your full mod!!!
  17. Like
    Arsenal26 got a reaction from geronimo553 in Super Survivors!   
    I’m having fun playing with this mod, and tweaking/adding things is half the fun even though I’m pretty horrible at coding. I suppose that’s what makes games with good MOD support so amazing. While I can't wait for an “NPC Test Branch”, I think this mod has really added some much needed depth to the game, and opened up a can of worms that cannot be ignored. So while waiting for “Official” NPC’s, we get to mess around with Super Survivors!

    That said, I've made a few tweaks to address a couple minor things that made Super Survivors! A little awkward (imo). I really don't know what the heck I'm doing, but calling upon some 7th grade C++ (from the 90's) I managed to not break the mod too badly while adding a few things to (imo) improve playability... I recorded a short video to help illustrate what I’m talking about…

     
    (Link Here)



    https://drive.google.com/file/d/1YdPgVAspfEqAdRmw-yWxZBn6qXCdXtPx/view
     
    Following in General – I noticed that setting the [Following Distance] only affects at what point survivors start to follow when they are stopped. In other words, they do not consider [Following Distance] when it comes to stopping… This results in survivors bunching up all around the player each time you stop.

    To remedy this, I changed it to check [Following Distance] setting during the stop trigger. The result is survivors will try to maintain the distance while following, and setting it to “10” really does mean “Hang back” and “Stay back there”


     
    Moving with Larger Groups – I find that moving with larger groups is awkward still because even though they can be made to maintain a certain distance and not crowd around the player, 4 or more survivors in a group still move in a bunched up sloppy looking mob. This is hardly noticeable with one or two survivors following, but with a group, it starts to look pretty silly.

    To remedy this, I added the ability to assign a value [Follow Order], which is derived by the current [Follow Distance], to each individual survivor. This value is then added to the [Follow Distance], resulting in the possibility for each group member to have a unique following distance. This allows groups to move in staggered formation where certain members can be placed up front or designated to hang back. (+)Increasing or (-)Decreasing the [Following Distance] setting will bring the entire formation closer or further respectively.


     
    Stand Ground issue - On issuing this command, all Super Survivors attempt to occupy the same square the player is in, similar to the issue with following in general described above. This is awkward when trying to setup a quick defensive posture, because they are all knocking heads and stepping on one another’s heels... I did however want to retain the ability to command individual survivors to Stand Ground in my square, just in case I want to place them behind a counter, or in a corner...


     
    To address this, I linked [Stand Ground] to the [Following Distance] value (similar to the fire control tweak a few posts up)... If [Follow Distance] is "0", they will try to occupy the players square. If [Follow Distance] is anything other than "0", they will Stand Ground where they are at the time the order is given.  This will allow the player to lead a group into position and then issue the order basically freezing them to fight in that formation. This will reduce instances of survivors climbing all over each other when you want your squad to stop and fight...


     
    Exchange Clothing - Added the ability to exchange clothes with survivors via the interaction menu... I dunno... just seemed like a cool thing to be able to do...  Matching uniforms for your Post Apocalyptic gang... Or if a Survivor spawns with amazing skills, but is wearing a purple vest...  "Come on man what the hell are you wearing !?!!"


     
    Dope and Beer - Added menu command instructing Survivor(s) to gather ammo in specific quantities... No more waiting until they've blown through the one box of ammo they brought only to run around in a panic like rank amateurs... You can tell them to bring a crap ton of ammo in a specific quantity designated by....... [Following Distance]!!!

    Just open up a couple cases into boxes... drop it all on the floor... and tell them how many they get each. I find this much easier than passing out ammo box by box.


     
    Survivor Info Screen – Added max (bag) weight, and current (bag) weight carried… useful to prevent survivor from dumping their loot if you accidently tell them to grab too much ammo. Added Bravery Points, and Following Order as well…



     
    Un-Addressed Issue - It seems to me that on occasion, when the Survivor is "Standing Ground" further away (still visible on screen, zoomed out)... specifically between the player and Zombies.... they fail to defend themselves... and just stand there and get chomped on...  Anyone know why this is ??


     
    At anyrate, These are some of the things I did to make this Mod play the way I wanted.... which is kind of turning it into a squad based RTS of sorts... Combined with Fenris Wolf's [ORGM-Rechambered], it's a blast!!!
     
     
     
  18. Spiffo
    Arsenal26 got a reaction from trombonaught in Super Survivors!   
    I’m having fun playing with this mod, and tweaking/adding things is half the fun even though I’m pretty horrible at coding. I suppose that’s what makes games with good MOD support so amazing. While I can't wait for an “NPC Test Branch”, I think this mod has really added some much needed depth to the game, and opened up a can of worms that cannot be ignored. So while waiting for “Official” NPC’s, we get to mess around with Super Survivors!

    That said, I've made a few tweaks to address a couple minor things that made Super Survivors! A little awkward (imo). I really don't know what the heck I'm doing, but calling upon some 7th grade C++ (from the 90's) I managed to not break the mod too badly while adding a few things to (imo) improve playability... I recorded a short video to help illustrate what I’m talking about…

     
    (Link Here)



    https://drive.google.com/file/d/1YdPgVAspfEqAdRmw-yWxZBn6qXCdXtPx/view
     
    Following in General – I noticed that setting the [Following Distance] only affects at what point survivors start to follow when they are stopped. In other words, they do not consider [Following Distance] when it comes to stopping… This results in survivors bunching up all around the player each time you stop.

    To remedy this, I changed it to check [Following Distance] setting during the stop trigger. The result is survivors will try to maintain the distance while following, and setting it to “10” really does mean “Hang back” and “Stay back there”


     
    Moving with Larger Groups – I find that moving with larger groups is awkward still because even though they can be made to maintain a certain distance and not crowd around the player, 4 or more survivors in a group still move in a bunched up sloppy looking mob. This is hardly noticeable with one or two survivors following, but with a group, it starts to look pretty silly.

    To remedy this, I added the ability to assign a value [Follow Order], which is derived by the current [Follow Distance], to each individual survivor. This value is then added to the [Follow Distance], resulting in the possibility for each group member to have a unique following distance. This allows groups to move in staggered formation where certain members can be placed up front or designated to hang back. (+)Increasing or (-)Decreasing the [Following Distance] setting will bring the entire formation closer or further respectively.


     
    Stand Ground issue - On issuing this command, all Super Survivors attempt to occupy the same square the player is in, similar to the issue with following in general described above. This is awkward when trying to setup a quick defensive posture, because they are all knocking heads and stepping on one another’s heels... I did however want to retain the ability to command individual survivors to Stand Ground in my square, just in case I want to place them behind a counter, or in a corner...


     
    To address this, I linked [Stand Ground] to the [Following Distance] value (similar to the fire control tweak a few posts up)... If [Follow Distance] is "0", they will try to occupy the players square. If [Follow Distance] is anything other than "0", they will Stand Ground where they are at the time the order is given.  This will allow the player to lead a group into position and then issue the order basically freezing them to fight in that formation. This will reduce instances of survivors climbing all over each other when you want your squad to stop and fight...


     
    Exchange Clothing - Added the ability to exchange clothes with survivors via the interaction menu... I dunno... just seemed like a cool thing to be able to do...  Matching uniforms for your Post Apocalyptic gang... Or if a Survivor spawns with amazing skills, but is wearing a purple vest...  "Come on man what the hell are you wearing !?!!"


     
    Dope and Beer - Added menu command instructing Survivor(s) to gather ammo in specific quantities... No more waiting until they've blown through the one box of ammo they brought only to run around in a panic like rank amateurs... You can tell them to bring a crap ton of ammo in a specific quantity designated by....... [Following Distance]!!!

    Just open up a couple cases into boxes... drop it all on the floor... and tell them how many they get each. I find this much easier than passing out ammo box by box.


     
    Survivor Info Screen – Added max (bag) weight, and current (bag) weight carried… useful to prevent survivor from dumping their loot if you accidently tell them to grab too much ammo. Added Bravery Points, and Following Order as well…



     
    Un-Addressed Issue - It seems to me that on occasion, when the Survivor is "Standing Ground" further away (still visible on screen, zoomed out)... specifically between the player and Zombies.... they fail to defend themselves... and just stand there and get chomped on...  Anyone know why this is ??


     
    At anyrate, These are some of the things I did to make this Mod play the way I wanted.... which is kind of turning it into a squad based RTS of sorts... Combined with Fenris Wolf's [ORGM-Rechambered], it's a blast!!!
     
     
     
  19. Like
    Arsenal26 got a reaction from TurtleShroom in Super Survivors!   
    I’m having fun playing with this mod, and tweaking/adding things is half the fun even though I’m pretty horrible at coding. I suppose that’s what makes games with good MOD support so amazing. While I can't wait for an “NPC Test Branch”, I think this mod has really added some much needed depth to the game, and opened up a can of worms that cannot be ignored. So while waiting for “Official” NPC’s, we get to mess around with Super Survivors!

    That said, I've made a few tweaks to address a couple minor things that made Super Survivors! A little awkward (imo). I really don't know what the heck I'm doing, but calling upon some 7th grade C++ (from the 90's) I managed to not break the mod too badly while adding a few things to (imo) improve playability... I recorded a short video to help illustrate what I’m talking about…

     
    (Link Here)



    https://drive.google.com/file/d/1YdPgVAspfEqAdRmw-yWxZBn6qXCdXtPx/view
     
    Following in General – I noticed that setting the [Following Distance] only affects at what point survivors start to follow when they are stopped. In other words, they do not consider [Following Distance] when it comes to stopping… This results in survivors bunching up all around the player each time you stop.

    To remedy this, I changed it to check [Following Distance] setting during the stop trigger. The result is survivors will try to maintain the distance while following, and setting it to “10” really does mean “Hang back” and “Stay back there”


     
    Moving with Larger Groups – I find that moving with larger groups is awkward still because even though they can be made to maintain a certain distance and not crowd around the player, 4 or more survivors in a group still move in a bunched up sloppy looking mob. This is hardly noticeable with one or two survivors following, but with a group, it starts to look pretty silly.

    To remedy this, I added the ability to assign a value [Follow Order], which is derived by the current [Follow Distance], to each individual survivor. This value is then added to the [Follow Distance], resulting in the possibility for each group member to have a unique following distance. This allows groups to move in staggered formation where certain members can be placed up front or designated to hang back. (+)Increasing or (-)Decreasing the [Following Distance] setting will bring the entire formation closer or further respectively.


     
    Stand Ground issue - On issuing this command, all Super Survivors attempt to occupy the same square the player is in, similar to the issue with following in general described above. This is awkward when trying to setup a quick defensive posture, because they are all knocking heads and stepping on one another’s heels... I did however want to retain the ability to command individual survivors to Stand Ground in my square, just in case I want to place them behind a counter, or in a corner...


     
    To address this, I linked [Stand Ground] to the [Following Distance] value (similar to the fire control tweak a few posts up)... If [Follow Distance] is "0", they will try to occupy the players square. If [Follow Distance] is anything other than "0", they will Stand Ground where they are at the time the order is given.  This will allow the player to lead a group into position and then issue the order basically freezing them to fight in that formation. This will reduce instances of survivors climbing all over each other when you want your squad to stop and fight...


     
    Exchange Clothing - Added the ability to exchange clothes with survivors via the interaction menu... I dunno... just seemed like a cool thing to be able to do...  Matching uniforms for your Post Apocalyptic gang... Or if a Survivor spawns with amazing skills, but is wearing a purple vest...  "Come on man what the hell are you wearing !?!!"


     
    Dope and Beer - Added menu command instructing Survivor(s) to gather ammo in specific quantities... No more waiting until they've blown through the one box of ammo they brought only to run around in a panic like rank amateurs... You can tell them to bring a crap ton of ammo in a specific quantity designated by....... [Following Distance]!!!

    Just open up a couple cases into boxes... drop it all on the floor... and tell them how many they get each. I find this much easier than passing out ammo box by box.


     
    Survivor Info Screen – Added max (bag) weight, and current (bag) weight carried… useful to prevent survivor from dumping their loot if you accidently tell them to grab too much ammo. Added Bravery Points, and Following Order as well…



     
    Un-Addressed Issue - It seems to me that on occasion, when the Survivor is "Standing Ground" further away (still visible on screen, zoomed out)... specifically between the player and Zombies.... they fail to defend themselves... and just stand there and get chomped on...  Anyone know why this is ??


     
    At anyrate, These are some of the things I did to make this Mod play the way I wanted.... which is kind of turning it into a squad based RTS of sorts... Combined with Fenris Wolf's [ORGM-Rechambered], it's a blast!!!
     
     
     
  20. Spiffo
    Arsenal26 got a reaction from RickL in Super Survivors!   
    I’m having fun playing with this mod, and tweaking/adding things is half the fun even though I’m pretty horrible at coding. I suppose that’s what makes games with good MOD support so amazing. While I can't wait for an “NPC Test Branch”, I think this mod has really added some much needed depth to the game, and opened up a can of worms that cannot be ignored. So while waiting for “Official” NPC’s, we get to mess around with Super Survivors!

    That said, I've made a few tweaks to address a couple minor things that made Super Survivors! A little awkward (imo). I really don't know what the heck I'm doing, but calling upon some 7th grade C++ (from the 90's) I managed to not break the mod too badly while adding a few things to (imo) improve playability... I recorded a short video to help illustrate what I’m talking about…

     
    (Link Here)



    https://drive.google.com/file/d/1YdPgVAspfEqAdRmw-yWxZBn6qXCdXtPx/view
     
    Following in General – I noticed that setting the [Following Distance] only affects at what point survivors start to follow when they are stopped. In other words, they do not consider [Following Distance] when it comes to stopping… This results in survivors bunching up all around the player each time you stop.

    To remedy this, I changed it to check [Following Distance] setting during the stop trigger. The result is survivors will try to maintain the distance while following, and setting it to “10” really does mean “Hang back” and “Stay back there”


     
    Moving with Larger Groups – I find that moving with larger groups is awkward still because even though they can be made to maintain a certain distance and not crowd around the player, 4 or more survivors in a group still move in a bunched up sloppy looking mob. This is hardly noticeable with one or two survivors following, but with a group, it starts to look pretty silly.

    To remedy this, I added the ability to assign a value [Follow Order], which is derived by the current [Follow Distance], to each individual survivor. This value is then added to the [Follow Distance], resulting in the possibility for each group member to have a unique following distance. This allows groups to move in staggered formation where certain members can be placed up front or designated to hang back. (+)Increasing or (-)Decreasing the [Following Distance] setting will bring the entire formation closer or further respectively.


     
    Stand Ground issue - On issuing this command, all Super Survivors attempt to occupy the same square the player is in, similar to the issue with following in general described above. This is awkward when trying to setup a quick defensive posture, because they are all knocking heads and stepping on one another’s heels... I did however want to retain the ability to command individual survivors to Stand Ground in my square, just in case I want to place them behind a counter, or in a corner...


     
    To address this, I linked [Stand Ground] to the [Following Distance] value (similar to the fire control tweak a few posts up)... If [Follow Distance] is "0", they will try to occupy the players square. If [Follow Distance] is anything other than "0", they will Stand Ground where they are at the time the order is given.  This will allow the player to lead a group into position and then issue the order basically freezing them to fight in that formation. This will reduce instances of survivors climbing all over each other when you want your squad to stop and fight...


     
    Exchange Clothing - Added the ability to exchange clothes with survivors via the interaction menu... I dunno... just seemed like a cool thing to be able to do...  Matching uniforms for your Post Apocalyptic gang... Or if a Survivor spawns with amazing skills, but is wearing a purple vest...  "Come on man what the hell are you wearing !?!!"


     
    Dope and Beer - Added menu command instructing Survivor(s) to gather ammo in specific quantities... No more waiting until they've blown through the one box of ammo they brought only to run around in a panic like rank amateurs... You can tell them to bring a crap ton of ammo in a specific quantity designated by....... [Following Distance]!!!

    Just open up a couple cases into boxes... drop it all on the floor... and tell them how many they get each. I find this much easier than passing out ammo box by box.


     
    Survivor Info Screen – Added max (bag) weight, and current (bag) weight carried… useful to prevent survivor from dumping their loot if you accidently tell them to grab too much ammo. Added Bravery Points, and Following Order as well…



     
    Un-Addressed Issue - It seems to me that on occasion, when the Survivor is "Standing Ground" further away (still visible on screen, zoomed out)... specifically between the player and Zombies.... they fail to defend themselves... and just stand there and get chomped on...  Anyone know why this is ??


     
    At anyrate, These are some of the things I did to make this Mod play the way I wanted.... which is kind of turning it into a squad based RTS of sorts... Combined with Fenris Wolf's [ORGM-Rechambered], it's a blast!!!
     
     
     
  21. Like
    Arsenal26 reacted to FilibusterRhymes in Vehicle mods   
    Work in progress.

  22. Pie
    Arsenal26 got a reaction from Icy Motto in Possibility of doing Drive-Bys with vehicles & more vehicle damage.   
    Damnit Jim... I'm a Law abiding citizen not a Gangbanger!!!! 
     
    LOL..  Well, I blame it on the Controller... 
     
    Because for one, it changes the way you think about the input.... ie, You don't really move the mouse around like crosshairs, but rather just sort of push the directional in the general direction you want to shoot...  and the Trigger is the Gas pedal...  There isn't really a [CTRL] that's used constantly....  Good news is, it's quite seemless, and no real loss in control of the vehicle other than coasting abit when the Gas function switches to WeaponTrigger as soon as input from the directional stick is detected... As soon as the directional stick snaps back to Zero, the Gas pedal works again...
     
    How embarrassing, this changes everything...    I like how you can shoot 360*
     
  23. Pie
    Arsenal26 got a reaction from Icy Motto in Possibility of doing Drive-Bys with vehicles & more vehicle damage.   
    OKIC....  lots of room for improvement with this feature...
     
    First off, the blindspot... I figured since shots were going off, they were actually leaving the vehicle... DOH!!!
    hmmm.... I suppose a cutoff of some sort would be ideal here to prevent putting too many rounds into the Passenger side A-Pillar.  Maybe a similar Cover notification system as NolanRi uses in SuperSurvivors! , where the NPC says "!!" when rounds hit cover instead of them... In this case, the player would say "DOH!!!" or something just to let us know rounds are being wasted....
     
    Perhaps a OneHanded firearm ONLY rule ala' GTA.... or at a minimum severe penalty for trying to use a long gun inside vehicle...  On that note, accuracy should suffer across the board, so OneHanded firearms should be penalized also.... just not as much as Long Guns...
     
    Oh man... this just became DAWN of THE DEAD > Meets > ROAD WARRIOR !!?!
     
    Using your Profession Framework, a Driving Skill could augment ones effectiveness while shooting from a vehicle in various ways to enable those 120mph trick shots of yours.... Also, another bonus (or rather lack of penalty) for Collapsing stock equipped weapons fired from inside vehicles...
     
    Penalty system something like :
    -15% for one hand firearms
    -30% for SMG's (10% added back for Collapsing stock)
    -50% for Long guns (10% added back for Collapsing stock)
     
    Also, Aiming Time penalty should be in full effect so long as vehicle is in motion (ie, instead of calculated against player running)
    Aiming Time stat could maybe be multiplied as well to better represent the awkwardness of shooting from a seated position with steering wheel and stuff all in your way...
     
     
    Gotta teach SuperSurvivors how to shoot from cars now....
     
  24. Pie
    Arsenal26 got a reaction from Icy Motto in Possibility of doing Drive-Bys with vehicles & more vehicle damage.   
    No kidding....   Did not know this...
     
    Come on.... who else didn't know this ???  I can't be the only other one.
  25. Pie
    Arsenal26 got a reaction from grammarsalad in Defecation v2.22   
    So the next logical step for progression of this mod is Diet...
     
    Like, what if *ALL* you eat is Peanut butter hmmm ??
    Sure it's got nutritional value and good shelf life, but there are consequences.
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