Fenris_Wolf Posted November 19, 2017 Share Posted November 19, 2017 Ah, because that file is exclusively for loading the 3d models, so its probably going to spit out a tons of errors trying to load models that aren't there. Link to comment Share on other sites More sharing options...
TOShok Posted November 19, 2017 Share Posted November 19, 2017 (edited) 6 minutes ago, Fenris_Wolf said: Ah, because that file is exclusively for loading the 3d models, so its probably going to spit out a tons of errors trying to load models that aren't there. Oh yeah, for now what i've done is basically copy the glock model and renamed it a load of times to fill in for semi automatic pistols, etc. Then as I get round to it, I'll replace those placeholder files that are already in the right place with the right name - thus avoiding needing to find and rewrite all of the entries later. Does make the mod bigger for now, but no bigger than it will be when it's done. Edited November 19, 2017 by TOShok Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted November 19, 2017 Share Posted November 19, 2017 On 11/18/2017 at 7:56 AM, Khaos said: I have now run with it with no other mods and I am still seeing vanilla weapons and this is on Steam 38.28 and playing in Rosewood. Now fixed for 38.28 and changes pushed to github. Link to comment Share on other sites More sharing options...
Khaos Posted November 19, 2017 Share Posted November 19, 2017 17 minutes ago, Fenris_Wolf said: Now fixed for 38.28 and changes pushed to github. Dude this was spooky as shit, I literally came here to ask about it and bam. Awesome stuff man! Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted November 19, 2017 Share Posted November 19, 2017 Np, seems the old distributions tables used full names 'Base.Pistol' and the new ones just use 'Pistol'. Unfortunately stashes found from the random maps aren't working properly yet until I can pick apart the StashSystem code (Its not listed at all in the java api docs). Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted November 20, 2017 Share Posted November 20, 2017 Todays main github changes: Default spawn rate is decreased, and spawns now obey sandbox loot rarity settings (finally!) Break Barrels are functional again, all weapons should currently be working. Added admin only context menu to instantly reload any gun or magazine (no ammo required) Link to comment Share on other sites More sharing options...
Khaos Posted November 20, 2017 Share Posted November 20, 2017 3 hours ago, Fenris_Wolf said: Todays main github changes: Default spawn rate is decreased, and spawns now obey sandbox loot rarity settings (finally!) Break Barrels are functional again, all weapons should currently be working. Added admin only context menu to instantly reload any gun or magazine (no ammo required) While I know there so far isn't a lot of documentation on caches yet, do you know if the contents are generated on map generation? (I guess this is answerable based on if all the other loot locations are). Just wondering whether or not when the solution is eventually found, will it require a clean save. Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted November 20, 2017 Share Posted November 20, 2017 1 minute ago, Khaos said: While I know there so far isn't a lot of documentation on caches yet, do you know if the contents are generated on map generation? (I guess this is answerable based on if all the other loot locations are). Just wondering whether or not when the solution is eventually found, will it require a clean save. That I cant answer yet, I've only taken a brief look at what minimal stash code is currently in the lua files it looks like 90% of it is in java. While this ORGM build is still in alpha phase I wouldn't expect any updates I do will keep saves intact (why I'm not recommending it for server use yet), though I'm making a attempt from here on not to break any saves. Link to comment Share on other sites More sharing options...
Khaos Posted November 21, 2017 Share Posted November 21, 2017 46 minutes ago, Fenris_Wolf said: That I cant answer yet, I've only taken a brief look at what minimal stash code is currently in the lua files it looks like 90% of it is in java. While this ORGM build is still in alpha phase I wouldn't expect any updates I do will keep saves intact (why I'm not recommending it for server use yet), though I'm making a attempt from here on not to break any saves. That's completely understandable man, even in the case that a save was broken it's all for the greater good of the mod so I'd probably not worry too much especially in any case where it might inhibit what you can fix/add or change. I'll just keep a backup of the version I started my current play through with. On the plus side I've had zero errors! Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted November 21, 2017 Share Posted November 21, 2017 5 minutes ago, Khaos said: On the plus side I've had zero errors! Awesome thats what I like to hear, though on the down side that just means any bugs are hidden deep. I've also just uploaded some more changes that should fix the problem of missing gunshot sounds in MP. Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted November 22, 2017 Share Posted November 22, 2017 Moving the new version out of alpha into beta testing, created a new thread so the download links don't get buried in posts. https://theindiestone.com/forums/index.php?/topic/23237-orgm-rechambered/ Link to comment Share on other sites More sharing options...
Xanax Posted October 14, 2018 Share Posted October 14, 2018 Will this work on build 40? Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted October 14, 2018 Share Posted October 14, 2018 4 hours ago, Xanax said: Will this work on build 40? yep Link to comment Share on other sites More sharing options...
bobthejob Posted November 14, 2018 Share Posted November 14, 2018 ORMtnMan PLEASE make this mod and all its addons combined into one file (one mod) with a direct download link so that gog users can download and use this mod! if you don't then gog users are doomed to never enjoy this amazing mod! please help! Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted November 14, 2018 Share Posted November 14, 2018 1 minute ago, bobthejob said: PLEASE make this mod and all its addons combined into one file (one mod) with a direct download link so that gog users can download and use this mod! if you don't then gog users are doomed to never enjoy this amazing mod! This mod has been discontinued and replaced with ORGM Rechambered https://theindiestone.com/forums/index.php?/topic/23237-orgm-rechambered/ Link to comment Share on other sites More sharing options...
bobthejob Posted November 14, 2018 Share Posted November 14, 2018 23 minutes ago, Fenris_Wolf said: This mod has been discontinued and replaced with ORGM Rechambered https://theindiestone.com/forums/index.php?/topic/23237-orgm-rechambered/ Thank you! Link to comment Share on other sites More sharing options...
ZeettoyGamer Posted August 28, 2020 Share Posted August 28, 2020 Hermano este disponible para la construcción 41.40? Link to comment Share on other sites More sharing options...
xxtomasxxz Posted March 15, 2022 Share Posted March 15, 2022 hello I would like you to be able to create craft weapons, and your own bullets, add chemical work tables to the mod where you can create pieces to assemble, assemble weapons and ammunition of different types. Add new materials to the mod that you will find on your daily journey, that you will find pieces of arming, disassembly of weapons, and materials for ammunition lead removed from car batteries, different types of salts, creation of bullet casings Link to comment Share on other sites More sharing options...
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