ORGM Rechambered
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Thank you for making this mod and adding direct download links! :) now gog users can enjoy this too!

as for 99% of all other mods for projzom on steam... :( please help us Fenris! maybe you can help us somehow? you just seem... I don't know? Is it silly for me to ask? Thank you for this though! you're really cool!

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1 hour ago, bobthejob said:

Thank you for making this mod and adding direct download links! :) now gog users can enjoy this too!

as for 99% of all other mods for projzom on steam... :( please help us Fenris! maybe you can help us somehow?

Well, I am a GoG user. I do host some of the more popular ones on our site at times, but we have limited drive space over there.

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On 11/13/2018 at 11:59 PM, Fenris_Wolf said:

Well, I am a GoG user. I do host some of the more popular ones on our site at times, but we have limited drive space over there.

"Our site"? what do you mean? you have a site?! :) Please tell me where so I can get your mods too! :o

last time I tried to download ORGM Rechambered it said the file was corrupt by the way. Trying again.

 

problem must have been on my end. works great! :) thank you!

Edited by bobthejob

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So I reproduced the error I mentioned awhile back regarding the shotgun "Missing Magazine"....

 

Seems if you're reloading a weapon with a fixed (tube/box) magazine, and then select another weapon (that uses removable mags) before the first weapon is finished loading... That weapon will bug out and think it's magazine has been removed. This happens via Inventory screen..... and it's reversible via your reset to default function... However, this happened once before during normal game play somehow, (using radial, not inventory menu to switch) and was not able to reset to default. That instance was using a SPAS-12 select (semi/pump) set on semi.... not sure if that had anything to do with the permanent bug effect.

 

Seems with a Moss590 the [Reset to Default] fixes the issue.... Have not tested again with Spas-12 or similar.

 

One side effect is.... the first weapon will have the second weapons capacity if you use the [Full Ammo function] to load it....  Otherwise it cannot be loaded unless reset to default.

 

Oops not entirely accurate.... So I did it with a Moss590, and selected a Beretta93R, and the Moss only had a mutated capacity of 15. But when using an SKS, and selected the Ber93R before it completed loading, it ended up with a 19 round mutated capacity...  So, its not inheriting the capacity of the second weapon, but definitely still increasing.

 

 

 


1543405196855 -----------------------------------------
1543405196858 STACK TRACE
1543405196858 -----------------------------------------
1543405196859 function: convert -- file: ORGMReloadableWeapon.lua line # 533
1543405196860 function: setCurrent -- file: ORGMReloadableWeapon.lua line # 702
1543405196863 function: next -- file: ORGMReloadableWeapon.lua line # 669
1543405196864 function: close -- file: ORGMReloadableWeapon.lua line # 899
1543405196864 function: perform -- file: ORGMReloadableWeapon.lua line # 786
1543405196865 function: rackingPerform -- file: ISORGMWeapon.lua line # 315
1543405196866 function: perform -- file: ISRackAction.lua line # 23
java.lang.RuntimeException: attempted index: ammoType of non-table: null
        at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1654)
        at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:499)
        at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:167)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1922)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1747)
        at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:86)
        at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:80)
        at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:10149)
        at zombie.characters.IsoPlayer.update(IsoPlayer.java:3109)
        at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2342)
        at zombie.iso.IsoCell.update(IsoCell.java:6201)
        at zombie.iso.IsoWorld.update(IsoWorld.java:3165)
        at zombie.gameStates.IngameState.update(IngameState.java:1365)
        at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
        at zombie.GameWindow.logic(GameWindow.java:688)
        at zombie.GameWindow.run(GameWindow.java:1314)
        at zombie.GameWindow.maina(GameWindow.java:1090)
        at zombie.gameStates.MainScreenState.main(MainScreenState.java:184)
 

 

 

Edited by Arsenal26
I mean Spas-12 not Benelli

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2 hours ago, Arsenal26 said:

Seems if you're reloading a weapon with a fixed (tube/box) magazine, and then select another weapon (that uses removable mags) before the first weapon is finished loading.

you're using a controller if i remember right? i tried this multiple ways attempting to reproduce without luck before.

 

2 hours ago, Arsenal26 said:

Seems with a Moss590 the [Reset to Default] fixes the issue.... Have not tested again with Spas-12 or similar.

Should work with the spas with the fix that was implemented a while back

 

2 hours ago, Arsenal26 said:

Oops not entirely accurate....

max capacity is actually stored in a few different places.

Firearms/reloadables in PZ are very strange (from a code perspective). You have the actual inventory item (it has a clipsize and ammotype attributes).

Then theres that item's ModData, a lua table that holds all the information like current capacity, max capacity, ammo types..and all the other stuff like if a mag is inserted etc.
Then theres the 'Reloadable Object', a abstract temporary representation of the ModData that is used when reloading, firing, etc. variables are constantly synced between the ModData, and the Reloadable Object. At some point (the bug) PZ is discarding this temporary reloadable object, creating a new one for the new item, and then syncing the previous objects ModData with the new reloadable object's variables.

Best way to check a weapons state is the context menu "Print Debug Info", that will dump everything to the console. It prints the stats for the InventoryItem, the variables in the item's ModData, and the current Reloadable Object for that weapon.

 

 

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Ahhh...  damn gamepad... but was able to reproduce with KB/Mouse also. Although it wouldn't really ever happen accidentally using KBM. Ur correct in that gamepad use is why it happens because there isn't any drag & drop, so we're always right clicking stuff to get further options....

 

From inventory view... [RIGHT click] first weapon to bring up options, left click [RELOAD].

Before it finishes, [RIGHT click] another weapon..... reloading will stop immediately and the result is magazine missing + altered capacity...

 

It wont happen if you [LEFT click] the second weapon...

 

 

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Hey when is the next version ready man?? Im so damn eager to play it! Cant wait :D

 

Also do you plan to add more guns? If so, which ones?

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On 12/7/2018 at 12:18 PM, josko_91 said:

when is the next version ready man??

 

Probably not til sometime next month. Its mostly ready but I don't have the time to finish it off right now. Next update is mostly just cosmetics (rest of the models replaced with Filibuster's, new tooltips).

 

More guns, eventually. When the mod is ready for more. Theres a huge todo list to tackle first. Which ones? I don't know atm.

Theres also huge list of requests from over the years that has built up, but what will be added is going to depend on whats practical at the time (ie: what models we got done & what the mod needs for balancing or due to commonality). Honestly the first additions will probably be more break barrel shotguns. Right now theres only the beretta silverhawk and it shouldn't event be there since it came out after 1993.

So likely some .410g and 10g, various singleshot and doublebarrels, and a nice bolt-action slug gun for the 10g. No spoilers on which one. ;)

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Thanks for taking the time write all this info, hugely appreciate it <3

 

This mod makes pz 100000 times better, cant wait to see how it evolves after animation update is out, but I have had plans to make animation for every action for this mod once the anim tools get released, who knows maybe im awesome at animation rather than coding lul!

 

Would be fun to add something huge like a Browning M2 .50 cal machinegun!

 

I think that would be my first anim project, man that would be damn fun having one in the game and blasting away the zombies, ofcourse the zombies would need special death animation when hit by a .50 cal bullet :D

 

probably a huge project

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On 12/27/2018 at 6:25 AM, Frazean said:

there's said "this item doesnt exist, please ..." how to fix that ?

Not sure what you mean, thats pretty vague. Mod works fine with necroforge so I'm going to need a little more info

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Posted (edited)

Splendid work!Been here since the beginning.Seeing how there are many WWII era guns,we ever going to see the M1918(30-06) or some other classics? like an MG-42(caliber might be an issue,maybe a 7.62x51 MG-3,blasting zombies at 1200rpm sounds too much fun),or PPSH's(9mm conversions),or a M1928 Tommy gun?On a side note,I am very well versed on firearms,and can provide any information/specifics to help your project

Edited by ArtyomChambers
Grammar

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On 1/5/2019 at 7:11 AM, ArtyomChambers said:

Seeing how there are many WWII era guns,we ever going to see the M1918(30-06) or some other classics?

 

Answered (sort of) 4 posts up:

On 12/8/2018 at 5:27 PM, Fenris_Wolf said:

More guns, eventually. When the mod is ready for more. Theres a huge todo list to tackle first. Which ones? I don't know atm.

Theres also huge list of requests from over the years that has built up, but what will be added is going to depend on whats practical at the time (ie: what models we got done & what the mod needs for balancing or due to commonality). Honestly the first additions will probably be more break barrel shotguns. Right now theres only the beretta silverhawk and it shouldn't event be there since it came out after 1993.

 

The Thompson is in there already, but its the M1A1 version not the 1928

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Yeah the 1928 version of tommygun would be very nice to have! Drum mags holding 50 to 100 rounds.

 

Can't wait for ORGM  3.10 :D

 

Hope its ready soon.

 

Also I think you should double the BB guns ammo from 250 to 500, because 250 is way too little. The same with all ammo canisters that isnt 500 already like .223, 5.56x45 etc.

 

I did this on my copy of ORGM and it feels alot better. You get that AW yeah baby feeling when you find a rare ammo can with just the caliber you need with 500 rounds. 200/250 is too little :P

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20 hours ago, josko_91 said:

The same with all ammo canisters that isnt 500 already like .223, 5.56x45 etc.

In truth I'm not happy with the current box and canister counts, however its not something that can be easily changed (in theory, yes its easy), but the number of players and servers that have their loot balanced would suddenly have the ammo counts doubled. Easier to just change the ammo spawn settings in orgm's options.

 

If you do change the ammo count for cans and boxes in your files though, it needs to be done in the scripts/*.txt files, AND the lua/shared/4LoadOrder/ORGMData_Ammo.lua, also note the weight of the canisters matches the ammo contained..those 250 12g canisters weigh in at 10 each, so a 500 should weigh 20.

 

 

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Yeah I know. I only left slug and  buckshot canisters 250 because shotgun is so damn good, needs zero skill :P

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