Moss7 Posted January 8, 2017 Share Posted January 8, 2017 Hey, am I the only one who, for some reason, gets an error whenever I try to reload a magazine? Link to comment Share on other sites More sharing options...
thrandisher Posted January 9, 2017 Share Posted January 9, 2017 16 hours ago, Moss7 said: Hey, am I the only one who, for some reason, gets an error whenever I try to reload a magazine? Its a problem with 36.4 build. The reloading code got messed up somehow. Even if you play with vanilla PZ, you cant reload the normal pistols clip as it gives the error also. Have to wait for the pz devs to put a fix out, then this mod should work as normal then. Moss7 1 Link to comment Share on other sites More sharing options...
Moss7 Posted January 9, 2017 Share Posted January 9, 2017 15 hours ago, thrandisher said: Its a problem with 36.4 build. The reloading code got messed up somehow. Even if you play with vanilla PZ, you cant reload the normal pistols clip as it gives the error also. Have to wait for the pz devs to put a fix out, then this mod should work as normal then. Ok thank you. Does that mean that until such time they release a fix, people won't be able to reload any magazine (except for revolvers and those that don't have a mag) ? And thanks again for the answer. thrandisher 1 Link to comment Share on other sites More sharing options...
thrandisher Posted January 9, 2017 Share Posted January 9, 2017 I believe so. I know shutguns work and can be reloaded since shotguns are feed without a clip. I ran into this problem myself after hoarding guns and ammo for a week. I started a new game with 0 mods enabled to see if the default pistol would work and saw the error there also. Moss7 1 Link to comment Share on other sites More sharing options...
Bourbon Posted January 15, 2017 Share Posted January 15, 2017 @ORMtnMan How are you getting along with making guns aceppt different kinds of ammo without having to "convert" them via a recipe. I thought about adding multiple homemade and factory kinds of ammo like, wax slugs, and hollow points, etc. to my handloading mod. But making many bullet types is kinda stupid if the player would have to "convert" the gun for every one of them. BTW: I decided to get more content into my mod before making it compatible to ORGM to avoid having to do work twice. Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 16, 2017 Author Share Posted January 16, 2017 18 hours ago, Bourbon said: @ORMtnMan How are you getting along with making guns aceppt different kinds of ammo without having to "convert" them via a recipe. I thought about adding multiple homemade and factory kinds of ammo like, wax slugs, and hollow points, etc. to my handloading mod. But making many bullet types is kinda stupid if the player would have to "convert" the gun for every one of them. BTW: I decided to get more content into my mod before making it compatible to ORGM to avoid having to do work twice. That part I already have working, it works by assigning an ammo table to a weapon instead of a single ammo type value. The parts I still need to work on are the racking scripts, detection of the ammo type and adjusting stats if needed and some other things. Right now trying to make my rack scrit trigger without triggering the base game one is difficult. It took me a while to work around the vanilla reload code... Link to comment Share on other sites More sharing options...
PZ-NOOB Posted January 16, 2017 Share Posted January 16, 2017 Hey ORGM been ages since i was on here, hows the mod going? Link to comment Share on other sites More sharing options...
Bourbon Posted January 16, 2017 Share Posted January 16, 2017 8 hours ago, ORMtnMan said: That part I already have working, it works by assigning an ammo table to a weapon instead of a single ammo type value. The parts I still need to work on are the racking scripts, detection of the ammo type and adjusting stats if needed and some other things. Right now trying to make my rack scrit trigger without triggering the base game one is difficult. It took me a while to work around the vanilla reload code... Can I use the code in my Handloading Mod, of course with giving you credit? I would really like to add a bit of risk to handloading at low skill and with using handmade materials. Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 17, 2017 Author Share Posted January 17, 2017 On 1/16/2017 at 5:24 AM, Bourbon said: Can I use the code in my Handloading Mod, of course with giving you credit? I would really like to add a bit of risk to handloading at low skill and with using handmade materials. Well I'm not sure how the code would apply to your mod at the moment. All I have completely working is the guns reference a table of ammo, which are only string name references. The assigning of ammo effects and values hasn't been finalized.(I am curently working on the racking change) If there is some coding you would like help with or you would like to preemptively know how code your ammo, let me know... Link to comment Share on other sites More sharing options...
Bourbon Posted January 17, 2017 Share Posted January 17, 2017 2 hours ago, ORMtnMan said: Well I'm not sure how the code would apply to your mod at the moment. All I have completely working is the guns reference a table of ammo, which are only string name references. The assigning of ammo effects and values hasn't been finalized.(I am curently working on the racking change) If there is some coding you would like help with or you would like to preemptively know how code your ammo, let me know... Unfortunatly i suck at coding :/ otherwise i really would like to help you. I overthougth my priorityes about the roadmap for my mod, as many people request ORGM-compatabilty, I am going to make our mods compatible. (From my side this only needs scripting the ammo + recipes from your mod in, but is alot of work). Do you think this makes sense, or would it be rendered obsolete when your new update rolls out? Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 18, 2017 Author Share Posted January 18, 2017 21 hours ago, Bourbon said: Unfortunatly i suck at coding :/ otherwise i really would like to help you. I overthougth my priorityes about the roadmap for my mod, as many people request ORGM-compatabilty, I am going to make our mods compatible. (From my side this only needs scripting the ammo + recipes from your mod in, but is alot of work). Do you think this makes sense, or would it be rendered obsolete when your new update rolls out? You can do that sure. The effects of the ammo eg damage changes and such will not be changed in the xmls. There will be a lua library with those values. When it is done that is... Once the new system is ready, I can work with you on adding the values to the lua library. Link to comment Share on other sites More sharing options...
Bourbon Posted January 18, 2017 Share Posted January 18, 2017 2 hours ago, ORMtnMan said: You can do that sure. The effects of the ammo eg damage changes and such will not be changed in the xmls. There will be a lua library with those values. When it is done that is... Once the new system is ready, I can work with you on adding the values to the lua library. Sounds great. I will get cracking. I´ll tell you when i´m done. Link to comment Share on other sites More sharing options...
francogp Posted January 29, 2017 Share Posted January 29, 2017 On 15/12/2016 at 11:37 AM, ORMtnMan said: I was referring to the old ModelLoader. Yay! and I forgot to make that announcement here. I only made it on the steam messageboard for the mod. So, yes, under the new IWBUMS and upcoming full release, the custom models should work! Can you please post the fixed version download link on the OP? I use the GOG version of the game, and can't download this mod from steam. Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 29, 2017 Author Share Posted January 29, 2017 1 hour ago, francogp said: Can you please post the fixed version download link on the OP? I use the GOG version of the game, and can't download this mod from steam. What fixed version? The version currently available should work for the models. Is my download link down? Link to comment Share on other sites More sharing options...
francogp Posted January 29, 2017 Share Posted January 29, 2017 10 hours ago, ORMtnMan said: What fixed version? The version currently available should work for the models. Is my download link down? for some reason, I imagined that the fix was on your side Link to comment Share on other sites More sharing options...
ORMtnMan Posted January 29, 2017 Author Share Posted January 29, 2017 1 hour ago, francogp said: for some reason, I imagined that the fix was on your side Hah, I'm not that good Had me worried there for a second Link to comment Share on other sites More sharing options...
AlexHupsch Posted January 30, 2017 Share Posted January 30, 2017 The link to the hydrocraft ammo breakdown/crafting compatibility patch is broken. Does anyone else have it? I would like to add it to my mod roster. gta111 1 Link to comment Share on other sites More sharing options...
Reblar Posted February 4, 2017 Share Posted February 4, 2017 Is vanilla guns spawning going to be fixed in the next update? Link to comment Share on other sites More sharing options...
ORMtnMan Posted February 4, 2017 Author Share Posted February 4, 2017 4 hours ago, Reblar said: Is vanilla guns spawning going to be fixed in the next update? Yes Link to comment Share on other sites More sharing options...
TOShok Posted February 7, 2017 Share Posted February 7, 2017 Might have missed it in this now quite long thread, but I think I've run into a bug of some sort - I believe it's the Beretta 471 Silverhawk shotgun, that whenever I try to unload it (say, I find a higher capacity shotgun I'd rather have), it generates two errors and doesn't unload. I've tried unloading from my inventory, and dropping it on the ground and unloading it from there, on the off-chance it might have made a difference, but seems not. Otherwise, I'm really enjoying using this; still need to get over the newbie/loud-noise-enthusiast issue of liking guns just a little bit too much. Link to comment Share on other sites More sharing options...
ORMtnMan Posted February 7, 2017 Author Share Posted February 7, 2017 Heya! Good news, I have brought on a person to collaborate with me on this project. So things should move a whole lot faster than I had been able to do myself. He is not on the forum so I can't point to him here but he goes by the moniker W1Ndextor. So, I guess The next version of this mod will be renamed to just RGM for the Real Gun Mod Bourbon and Batsphinx 2 Link to comment Share on other sites More sharing options...
iyarkonan Posted February 7, 2017 Share Posted February 7, 2017 I think OWRGM would work out mighty fine. When I say ORGM, there's a minor "w" sound between the O and the R, so it works out In all seriousness, seeing this mod take steps into new heights is awesome! First I convince a few friends to buy PZ, then I discover Hydrocraft (after so long), and now OWRGM is picking up? I'm happy. Link to comment Share on other sites More sharing options...
ORMtnMan Posted February 7, 2017 Author Share Posted February 7, 2017 9 hours ago, iyarkonan said: I think OWRGM would work out mighty fine. When I say ORGM, there's a minor "w" sound between the O and the R, so it works out In all seriousness, seeing this mod take steps into new heights is awesome! First I convince a few friends to buy PZ, then I discover Hydrocraft (after so long), and now OWRGM is picking up? I'm happy. Hah! Sounds like a either it is painful or a southern thing with the 'w' Thanks! Well, we have a long way to go but the new ideas and movement is exciting. Link to comment Share on other sites More sharing options...
Batsphinx Posted February 7, 2017 Share Posted February 7, 2017 Really happy to see the new collaboration Link to comment Share on other sites More sharing options...
TOShok Posted February 8, 2017 Share Posted February 8, 2017 Also another thing I just noticed, the VEPR-12 MOLOT shotgun seems to break into a loop when I try to unload that one - it then goes from saying 8+1/8 to saying 18/8 and will just continuously unload over and over and over - the name of the shotgun ammo is too long to see the count so I don't know whether it literally spews an unlimited number of shells into your inventory or if it just keeps unloading a whole lot of air very noisily. Again, apologies if this has been mentioned - I quickly skimmed through some of the most recent pages and didn't see anything about specifics so thought I'd just put it here. Sorry if it's annoying or just filling up the place with duplicate reports or such - I didn't have the other issue with anything other than that shotgun, and this is the only one I've had this problem with. :/ Link to comment Share on other sites More sharing options...
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