ORGM Rechambered
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v3.08.1-stable is up

 

* Fixed bug in validation code (I hope)

 

* Temporarily Disabled built-in patch for Nolan's SuperSurvivors mod to prevent it from being re-enabled. By intent SuperSurvivors changes ORGM's patch enabled setting to false, as the built-in patch for ORGM is in better shape.  This does not effect the patch status when using the original survivors mod.

 

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Posted (edited)

How would one go about changing the settings on a dedicated server?  As admin I can't change them through the options menu, and I can't seem to find a file that I can manually edit.  Thanks!  NEVERMIND I can read I promise!  I found it in the faq :3

Edited by diannetea

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I have encountered what might be a small issue in ORGM two times. It happens when I come across a pre-placed "survivor house" that is barricaded, or burned out, or otherwise different from normal houses. (No, not the survivor mod.) The weapons and ammo inside are vanilla. It feels like ORGM is unable to update the loot table inside of the special building, so vanilla loot spawns. I will keep an eye out for it and try to get more details next time. 

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Posted (edited)
On 6/7/2018 at 4:31 AM, milspec said:

I will keep an eye out for it and try to get more details next time. 

Even though we discussed it in discord, answering here so people don't think I'm slacking and ignoring :lol:

Known issue since they changed the way stashes work in when they added the in game maps, a fix is in the works (hopefully).

 

1 hour ago, aaronwhitchurch said:

Guns are invisible for some reason in my game. Does that commonly happen, and is there a way to fix it?

Are 3d models enabled in your PZ options?

Edited by Fenris_Wolf

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On 6/9/2018 at 10:25 PM, Fenris_Wolf said:

Even though we discussed it in discord, answering here so people don't think I'm slacking and ignoring :lol:

Known issue since they changed the way stashes work in when they added the in game maps, a fix is in the works (hopefully).

 

Are 3d models enabled in your PZ options?

No they aren't. I'll do that. Thanks

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Is there any possibility of coordinating more with Hydrocraft?  I'd like to be able to hunt with ORGM guns and make ORGM ammo using hydrocraft's recipes.

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20 minutes ago, Millitron said:

Is there any possibility of coordinating more with Hydrocraft?  I'd like to be able to hunt with ORGM guns and make ORGM ammo using hydrocraft's recipes.

There was a patch put up on the workshop for that a while back, although the workshop version has some bugs, doesn't cover all calibers and doesn't seem to have the lua script to properly patch the hunting system that I supplied to the author...

I probably wont be creating any patches for it myself. Its a lot of work that distracts me from things with a higher priority (mainly, continuing to evolve ORGM).  I don't really use HC anymore, and don't really like the hunting and ammo making setup.

 

I might be making a patch for Snake's "Le Gourmet Evolution Plus" mod sometime in the future, as its a MUCH more evolved hunting system.

As for reloading/ammo crafting I have my own ideas for that using a more realistic system, but its way down on my list of things to do atm.

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Had a strange thing happen just now.  Was clearing out the prison with a Super 90, and found a nice shiny Ruger Redhawk (so to speak, it was pretty beat up) on a body that I wanted to try.  So I opened a box of .44 and tried it out, to little success since I only have 1 aiming and it had a 2x scope; not ideal for close range.  I tried a couple cylinders and loaded it a third time, then went back to the Super 90.  It wasn't until I returned to the armory that I saw that something was wrong:

5b344188c8786_RugerUltraRedhawkRevolverShotgun.png.6fccd92354ecbc2b265cc9ad9caae952.png

Somehow I had stuffed 12 gauge shells in it, AND a +1 to boot.  I thought maybe it was something wonky with the menu since I was using the shotgun before, but I unloaded it and sure enough:

5b344222b52f3_RugerUltraRedhawkRevolverShotgun2.png.e286d0ed9b5f1a00c3f3cf6726f33957.png

Seven 12 gauge shells spit out of it.  So far I have not been able to recreate this.  I am positive the previous reloads used .44 Magnum, as it spit out .44 cases and there are 9 rounds missing from my box (I found it loaded with 3.)

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1 hour ago, carmakazi said:

Had a strange thing happen just now.  (snip)

:huh:

I'm not quite sure what to say about that one...

I've never encountered anything even remotely similar, and without looking at the logs with the mod being in debug mode its pretty much impossible to tell what went wrong there.

I suppose....on the plus side....those are some hellishly good trophy screenshots ;)

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On the upside, its my first time back in a while and I'm glad to see this mod has improved, and I applaud you for keeping it alive.  Especially glad that switching fire modes or ammo types is much more seamless and doesn't eat your attachments and ammo.  Been playing with tweaked spawn rates to test out how much different guns and ammo spawn (and have some fun with them as well) and I have noticed a few things.

 

1.  The Glock 22 has a magazine capacity of 10, when the IRL standard for it is 15.  Is it meant to be a state-restricted model or something?

2.  Weapons dropped on bodies are very frequently fully kitted out with attachments.  I don't know if it's some setting I have, but it almost seems gratuitous at times.  On an AR-15 or similar rifle it might make sense, but I've seen more than one M1 Garand with 4x scopes/tactical lights/lasers.  Every other pistol has a red dot sight and a light/laser.  I don't know, it's just an observation.

3.  I feel like 7.62x39 and 7.62x54r ammunition doesn't spawn quite enough compared to other ammo types like .223 or .308.  Though 5.56 and .308 see a lot of both civilian and professional use, the Russian calibers are still widely available here.  It's just kind of disappointing that I've found two AKMs and three SKSs and only one box of x39.

 

Something I would like to see besides more standard content are different types and sizes of magazines for different guns.  For example, an AR-15 only uses 30-round magazines right now, but perhaps you'd be able to find both smaller magazines like 10's or 20's, and larger mags and high-capacity drums?  Perhaps the Glock 9mm line could get the 33-round stick, and have the smaller guns be able to take the larger models' magazines like in real life?  I don't even know if this would be possible as it seems like the capacity is tied to the gun and not the magazines, but I think it would be a good way to flesh things out a little more and make better use of some guns like the Glock 18 and Vector.

 

Also, is there a current list of guns in this game that people can look at?

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1 hour ago, carmakazi said:

1.  The Glock 22 has a magazine capacity of 10, when the IRL standard for it is 15.  Is it meant to be a state-restricted model or something?

I'm not sure what the original intent was, it may have been a oversight. But your right, that should be 15 rounds, i'll fix that for the next update.

 

1 hour ago, carmakazi said:

2.  Weapons dropped on bodies are very frequently fully kitted out with attachments.  I don't know if it's some setting I have, but it almost seems gratuitous at times.  On an AR-15 or similar rifle it might make sense, but I've seen more than one M1 Garand with 4x scopes/tactical lights/lasers.  Every other pistol has a red dot sight and a light/laser.  I don't know, it's just an observation.

There is a setting in the ORGM options tab 'Component Spawn Multiplier' this will effect the frequency of components on guns (as well as spawning of non-attached ones). There is a total revamp of the attachment/component system in the works, so you dont see things like tac lights on unmodified M1's but its a major feature upgrade to the mod and wont be ready for a while.

 

1 hour ago, carmakazi said:

3.  I feel like 7.62x39 and 7.62x54r ammunition doesn't spawn quite enough compared to other ammo types like .223 or .308.  Though 5.56 and .308 see a lot of both civilian and professional use, the Russian calibers are still widely available here.  It's just kind of disappointing that I've found two AKMs and three SKSs and only one box of x39.

At the moment, the type of ammo that spawns is directly related to the number of guns in the mod that actually use that ammo. I will eventually be adding rarity flags to the different ammo for spawning, but thats low priority for now.

 

1 hour ago, carmakazi said:

Something I would like to see besides more standard content are different types and sizes of magazines for different guns.

This is most definitely a planned feature, and a good chunk of the code is already in place (using the same basic functions that allow loading multiple ammo types into a gun/magazine). I just need to actually take the time to fully convert it over to magazines.

 

2 hours ago, carmakazi said:

Also, is there a current list of guns in this game that people can look at?

The list of firearms included hasn't changed yet from the old legacy ORGM, so I believe most (if not all) of them can be found here:

http://ormtnman-real-guns-mod.wikia.com/wiki/Weapons

 

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21 hours ago, carmakazi said:

 

5b344188c8786_RugerUltraRedhawkRevolverShotgun.png.6fccd92354ecbc2b265cc9ad9caae952.png

 

5b344222b52f3_RugerUltraRedhawkRevolverShotgun2.png.e286d0ed9b5f1a00c3f3cf6726f33957.png

Seven 12 gauge shells spit out of it. 

 

I hope you're not in California.... because that would be illegal AF!!!

 

*But what about the zombie apocalypse?!?!*

*Sir, they aren't violating any gun laws.... please come with us*

 

 

 

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Posted (edited)

@Fenris_WolfI would like to make a dummed down version of ORGM to play with my friends on a server. I just want to take a few guns out and rename others into generic names, so my non-gun-guy friends can understand it better.

 

For easy accsess I would like to release it on the workshop, is that ok for you?

 

P.S. Love your work :)

 

Edit: Well this is another case of "I should have read first, asked later" Just found your instructions in the mod data. So I will just do a patch mod.

Edited by Bourbon

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10 hours ago, Bourbon said:

Just found your instructions in the mod data. So I will just do a patch mod.

Ya the main reason I'm more iffy about workshop uploads is when people search for ORGM in the WS, theres 2 pages of results. Its confusing to new users, and I get messages asking about problems or bugs for things I fixed ages ago..Its at the point when people ask for help my first question has to be "what version are you using? is it the official one?"

 

But the great thing about the version 3.* rewrite of the mod is its completely modular that way, it can be edited and expanded onto without reuploading the whole thing. It also insures your version automatically gets the new features and bug fixes without doing any extra work on your part.

If you need any assistance with your changes, let me know... always willing to help ;)

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Posted (edited)

I'm having a problem disabling empty cases. I followed your guide on changing the game settings, created a template mod referring to this and it didn't work, empty cases continued spawning after each shot. I then went to ORGM core file and set ORGM.Settings.CasesEnabled to false and again it didn't work. Need some help here.

Edited by GoatLover

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5 hours ago, GoatLover said:

I followed your guide on changing the game settings, created a template mod referring to this and it didn't work, empty cases continued spawning after each shot.

These methods are obsolete. As of version 3.08, go to PZ's main menu, click options and then click on the ORGM tab:

unknown.thumb.png.6c4d8bb33d130a5ee53609a6f4988936.png

 

I should probably remove the obsolete examples from github...

 

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