Moss7 Posted January 12, 2016 Share Posted January 12, 2016 Oh my god no ! We need ORGM ! I need ORGM ! This is horrible... I don't know what to do. Is there any chance you might find a solution for the model loader and then the rest? Acurapassion 1 Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 12, 2016 Author Share Posted January 12, 2016 Oh my god no ! We need ORGM ! I need ORGM ! This is horrible... I don't know what to do. Is there any chance you might find a solution for the model loader and then the rest? Unfortunately, no. The coding he did required an understanding of java coding, which I don't have. So it is either he does it or it would take me an incredibly long time to recreate it, which would postpone my mod update even longer. Link to comment Share on other sites More sharing options...
gta111 Posted January 12, 2016 Share Posted January 12, 2016 How the new update going? Looking forward to the next version, we all are! Yours and Jabs work is much appreciated. It's going, but slowly and frustrating. I am not incredibly good at coding and I am having to start at square one with the reloading code. I have lots of errors and bugs to work through, so, right now my newest update is not playable but it is showing some promise for the future. Here's what I have (kinda) working- context menus from multiple ammo types are showing up (but not working correctly- new reload code to handle multiple ammo types and tables for ammo, works but I need to bug test once I get the context menus working correctly- new revolver round selection code for realistic cylinders including rotating cylinders and requiring the gun to be opened and closed during reload- code for ejection of empty shells either automatically with semi-auto or during reload with others- ui script for stopping reload actions- script for half-racking weapons. E.G. leaving them open for faster reloading what needs to be done- fix the context menus- bugfix the reloading scripts- need to code the effect of seeing what ammo type will be shot and what effect it has on the stats. I need to get the reloading part done first.- fix imaged for the new ammo types- adjust all the gun values to work with the new code once I have it fully working- work up the fire mode changing to not require a full switch out of guns... as that system sucks.- add new guns- probably more things/problems I have yet to encounter/think of right now So that is where I am right at this moment. I am stuck on a huge annoying context menu problem. Will you make it able to drop a round/ Chamber a bullet without the need to take in and out the mag? Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 12, 2016 Author Share Posted January 12, 2016 How the new update going? Looking forward to the next version, we all are! Yours and Jabs work is much appreciated. It's going, but slowly and frustrating. I am not incredibly good at coding and I am having to start at square one with the reloading code. I have lots of errors and bugs to work through, so, right now my newest update is not playable but it is showing some promise for the future. Here's what I have (kinda) working- context menus from multiple ammo types are showing up (but not working correctly- new reload code to handle multiple ammo types and tables for ammo, works but I need to bug test once I get the context menus working correctly- new revolver round selection code for realistic cylinders including rotating cylinders and requiring the gun to be opened and closed during reload- code for ejection of empty shells either automatically with semi-auto or during reload with others- ui script for stopping reload actions- script for half-racking weapons. E.G. leaving them open for faster reloading what needs to be done- fix the context menus- bugfix the reloading scripts- need to code the effect of seeing what ammo type will be shot and what effect it has on the stats. I need to get the reloading part done first.- fix imaged for the new ammo types- adjust all the gun values to work with the new code once I have it fully working- work up the fire mode changing to not require a full switch out of guns... as that system sucks.- add new guns- probably more things/problems I have yet to encounter/think of right now So that is where I am right at this moment. I am stuck on a huge annoying context menu problem. Will you make it able to drop a round/ Chamber a bullet without the need to take in and out the mag? I can, sure Link to comment Share on other sites More sharing options...
PZ-NOOB Posted January 12, 2016 Share Posted January 12, 2016 when you say "new guns". Do you have some sort of list of what these will be? Link to comment Share on other sites More sharing options...
ryan22290 Posted January 12, 2016 Share Posted January 12, 2016 I have a friend looking into the new code now, since forgive me if I'm wrong, but did Jab say 33 is his LAST build, or he''ll stop after 33? I don't know if youre in communication with him or not. Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 13, 2016 Author Share Posted January 13, 2016 when you say "new guns". Do you have some sort of list of what these will be? Check the front page under guns I will add, I am intending on the first set of guns I have a friend looking into the new code now, since forgive me if I'm wrong, but did Jab say 33 is his LAST build, or he''ll stop after 33? I don't know if youre in communication with him or not. Not sure, just read that he will do a 33 update, but I haven't talked to him since that decision Link to comment Share on other sites More sharing options...
Moss7 Posted January 13, 2016 Share Posted January 13, 2016 Yeah I was about to inform you that Jab might reconsider his decision. If you could convince him to stay it would be fantastic. You guys both make an amazing job. Huge fan Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 14, 2016 Author Share Posted January 14, 2016 Yeah I was about to inform you that Jab might reconsider his decision. If you could convince him to stay it would be fantastic. You guys both make an amazing job. Huge fan I think he already made the decision to keep it going, so I think we're alright Acurapassion 1 Link to comment Share on other sites More sharing options...
PZ-NOOB Posted January 14, 2016 Share Posted January 14, 2016 YAY not long till PKP Pecheneg is added, BTW ORMtnMan the list of new weapons looks awesome, keep up the great work. We all love this mod. Link to comment Share on other sites More sharing options...
carmakazi Posted January 14, 2016 Share Posted January 14, 2016 As of the current build I have acquired both the base game's generic guns and ammo as well as ORGM guns and ammo. Something needs to be changed with the removal script, likely something minor. Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 15, 2016 Author Share Posted January 15, 2016 As of the current build I have acquired both the base game's generic guns and ammo as well as ORGM guns and ammo. Something needs to be changed with the removal script, likely something minor. Oh, fun. I'll look into it Acurapassion 1 Link to comment Share on other sites More sharing options...
Sooner535 Posted January 20, 2016 Share Posted January 20, 2016 How's it coming? Sorry to bug ya with that question but I've grown so in love with the mod you created that the idea of playing PZ without it doesn't really appeal to me >.< (no offense PZ devs personal preference and all that) Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 21, 2016 Author Share Posted January 21, 2016 How's it coming? Sorry to bug ya with that question but I've grown so in love with the mod you created that the idea of playing PZ without it doesn't really appeal to me >.< (no offense PZ devs personal preference and all that) Well, I am incredibly busy right now with (real) work. I am making some progress with the next version but I find myself unable to upkeep the old version time-wise. So, if anyone wants to volunteer to keep that up I would much appreciate it! RicoUK 1 Link to comment Share on other sites More sharing options...
Sooner535 Posted January 21, 2016 Share Posted January 21, 2016 I unfortunately don't have any experience modding this game :/ I helped make a mod for MC, made a mod for rimworld, made 2 for CoE3, and am experimenting with one for Distant Worlds universe, though most of the things I've done is text editing and light code work (plus low res texture creation for the rimworld one).... I hope you get someone though as this mod is truly the best on the market Link to comment Share on other sites More sharing options...
Bourbon Posted January 27, 2016 Share Posted January 27, 2016 Pistol Caliber Carbines? -AR15s in 9mm-Lever Action Rifles in .357/.44/.45 Colt (You got the Henry Big Boy already)-Glock Carbine Kits-Henry in .22-etc. Would be cool to hear your opinion on this Topic ORMtnMan. Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 28, 2016 Author Share Posted January 28, 2016 Pistol Caliber Carbines? -AR15s in 9mm-Lever Action Rifles in .357/.44/.45 Colt (You got the Henry Big Boy already)-Glock Carbine Kits-Henry in .22-etc. Would be cool to hear your opinion on this Topic ORMtnMan. Sure on the additional ar-15 caliber rifles and the henry 22 (Classic lever-action) Which .357/.44/.45 colt lever actions are you looking for? Glock carbine kits, maybe but later, I don't like how the conversion script happens right now so I will figure out a new way. Maybe as an attachment. Bourbon 1 Link to comment Share on other sites More sharing options...
Bourbon Posted January 28, 2016 Share Posted January 28, 2016 Pistol Caliber Carbines? -AR15s in 9mm-Lever Action Rifles in .357/.44/.45 Colt (You got the Henry Big Boy already)-Glock Carbine Kits-Henry in .22-etc. Would be cool to hear your opinion on this Topic ORMtnMan. Sure on the additional ar-15 caliber rifles and the henry 22 (Classic lever-action) Which .357/.44/.45 colt lever actions are you looking for? Glock carbine kits, maybe but later, I don't like how the conversion script happens right now so I will figure out a new way. Maybe as an attachment. Thank you for your respond. I made a quick list for Pistol Caliber Carbines I would like. Kel-tec Sub 2000Uberti Colt Lightning PumpCitadel M1 (M1 Carbine in 9mm)Ruger 77/357 /44Uberti 1860 Henry Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 28, 2016 Author Share Posted January 28, 2016 Pistol Caliber Carbines? -AR15s in 9mm-Lever Action Rifles in .357/.44/.45 Colt (You got the Henry Big Boy already)-Glock Carbine Kits-Henry in .22-etc. Would be cool to hear your opinion on this Topic ORMtnMan. Sure on the additional ar-15 caliber rifles and the henry 22 (Classic lever-action) Which .357/.44/.45 colt lever actions are you looking for? Glock carbine kits, maybe but later, I don't like how the conversion script happens right now so I will figure out a new way. Maybe as an attachment. Thank you for your respond. I made a quick list for Pistol Caliber Carbines I would like. Kel-tec Sub 2000Uberti Colt Lightning PumpCitadel M1 (M1 Carbine in 9mm)Ruger 77/357 /44Uberti 1860 Henry Awesome, I will add them to the lists of guns to add! Link to comment Share on other sites More sharing options...
daMastaChef Posted January 29, 2016 Share Posted January 29, 2016 Sounds needs to be fixed for multiplayer as of Build 33. Cannot hear shots being fire more than roughly 5 meters away from another player. Clayman and RicoUK 2 Link to comment Share on other sites More sharing options...
jor122 Posted January 30, 2016 Share Posted January 30, 2016 Hello, how can attach the accessories to the guns? they are implemented in the game or it needs some kind of special tool or something? Link to comment Share on other sites More sharing options...
RicoUK Posted January 30, 2016 Share Posted January 30, 2016 Hey I just had a thought after seeing some Zombie Nation & shooting a .30 cal. How about having a heavy MG like this in your mod? Make it super heavy so people can't run and gun with it or steal easily (Like 40 weight) Would act as a fixed emplacement for bases. Would require a large gun model as players would leave it on the ground and equip when necessary. Perhaps instead of a tripod though it might look better on a monopod. Would also looks cool af Link to comment Share on other sites More sharing options...
Clayman Posted January 31, 2016 Share Posted January 31, 2016 Hello, how can attach the accessories to the guns? they are implemented in the game or it needs some kind of special tool or something? You need a screwdriver Link to comment Share on other sites More sharing options...
jor122 Posted February 1, 2016 Share Posted February 1, 2016 Hello, how can attach the accessories to the guns? they are implemented in the game or it needs some kind of special tool or something? You need a screwdriver Thanks Link to comment Share on other sites More sharing options...
ORMtnMan Posted February 2, 2016 Author Share Posted February 2, 2016 Sounds needs to be fixed for multiplayer as of Build 33. Cannot hear shots being fire more than roughly 5 meters away from another player. I know, it is one of the things I need to figure out, but I am trying to get the new reload code to work (more important to me). Hey I just had a thought after seeing some Zombie Nation & shooting a .30 cal. How about having a heavy MG like this in your mod? Make it super heavy so people can't run and gun with it or steal easily (Like 40 weight) Would act as a fixed emplacement for bases. Would require a large gun model as players would leave it on the ground and equip when necessary. Perhaps instead of a tripod though it might look better on a monopod. Would also looks cool af I have some plans for heavy machine guns, but they will have to be a bit later. I did find a code to make it so a player cannot move from a fixed point. I just need to implement it. RicoUK 1 Link to comment Share on other sites More sharing options...
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