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AMK Weapon Add-on - WIP


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I always wondered about Strelok's 74, is it even possible to do a modification like that?

 

Oh yeah. It's just not always such a great idea. I'm no machinist, but I'm pretty sure it can usually be accomplished by making the bolt lighter and making the recoil springs less stiff. But I'm also pretty sure that much like tuning an engine to run faster than normal, it results in a lot more wear and tear in a shorter space of time.

 

Anyways, I haven't gotten anywhere near Agroprom, I've been stuck in the rookie camp for five hours while the military continues to slaughter everybody that shows up. I'm hiding in one of the underground shelters hoping I can avoid any possible helicopter action while shooting any soldiers that get too curious. It's pretty ugly, every single one of the rookies is dead, including Nimble. A lucky grenade got Wolf and four other rookies near the fence, then a team of five or six soldiers came in through the front near the bus and started mopping up the survivors. Hopefully they'll bugger off soon so I can head off to Garbage finally.

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so when can we expect another public test?

 

It'll be either Monday night Pacific Time or Tuesday afternoon. Depending on two things, whether or not I get out of work early on Monday night and whether or not the frickin' AI eases up and actually lets me get to Agroprom without half the Ukrainian military on my tail. :)

 

I want to make sure my alterations to all.spawn won't screw up your games first. I will be pretty happy if they work, since that means I'll be able to add new weapons through more than just NPC equipment lists.

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he stole the commanders vodka and caviar. :)

 

Well whatever the cause, I finally made it to Agroprom. Bad news is, the game doesn't like what I did and crashes when loading the underground. Back to the drawing board I guess.

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So no release?

 

Back to the BG I guess :(

 

No release tonight. Release for sure Tuesday since I'll have free time to actually focus instead of trying to squeeze it in before work or trying not to screw it up after work. After work was how I found out that the game doesn't like it when you misspell the names of items that are supposed to be in breakable boxes.

 

But, I decided to go back to using breakable boxes for item placement until I can figure out a foolproof way to replace weapons in levels. I'll hit the GSC forum tomorrow and see if maybe someone has an answer. I'm about to get started on weapon randomizing for all of the generic NPCs (stalker, merc, soldier, bandit) that the game can spawn, then I'll start tackling the other specific areas of the game like Garbage, Bar, Warehouses, Dark Valley, etc.. I'll also be refining it with NPCs having less chance of spawning with weapons that have no backup ammo and with some of the NPCs having very very low chances to spawn with really good equipment. Some of you may have noticed that certain NPCs, I've seen it most often with Fox, will fire a few rounds from a primary weapon and then switch to a pistol; that's probably happening because they spawn with a main weapon but no ammo for it, I'm pretty sure I've hit on how to fix that. Weapon randomization is now going to be an optional feature since some people might not want it and it also makes it easier for me to work on. I'm also going to try and get some more weapon descriptions done. I'll probably also spend a good chunk of time running around Cordon mapping the locations of all the breakable boxes. With any luck all this work I'm doing will make integrating all the other new weapons easier when they're released.

 

After this next release we'll be getting into beta release territory, all new weapons and ammo will be relocated to other traders or hidden away in boxes farther from Cordon since we know they're working at this point, outside of any tweaking that still needs to be done. I'm also going to be adding some of them to the treasure list for stashes. Restoring them to their actual prices seems to have corrected the problems with getting them fixed, that dialog works fine now.

 

Okay, sleep time now, I'll check in again tomorrow morning.

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No release tonight. Release for sure Tuesday since I'll have free time to actually focus instead of trying to squeeze it in before work or trying not to screw it up after work. After work was how I found out that the game doesn't like it when you misspell the names of items that are supposed to be in breakable boxes.

 

But, I decided to go back to using breakable boxes for item placement until I can figure out a foolproof way to replace weapons in levels. I'll hit the GSC forum tomorrow and see if maybe someone has an answer. I'm about to get started on weapon randomizing for all of the generic NPCs (stalker, merc, soldier, bandit) that the game can spawn, then I'll start tackling the other specific areas of the game like Garbage, Bar, Warehouses, Dark Valley, etc.. I'll also be refining it with NPCs having less chance of spawning with weapons that have no backup ammo and with some of the NPCs having very very low chances to spawn with really good equipment. Some of you may have noticed that certain NPCs, I've seen it most often with Fox, will fire a few rounds from a primary weapon and then switch to a pistol; that's probably happening because they spawn with a main weapon but no ammo for it, I'm pretty sure I've hit on how to fix that. Weapon randomization is now going to be an optional feature since some people might not want it and it also makes it easier for me to work on. I'm also going to try and get some more weapon descriptions done. I'll probably also spend a good chunk of time running around Cordon mapping the locations of all the breakable boxes. With any luck all this work I'm doing will make integrating all the other new weapons easier when they're released.

 

After this next release we'll be getting into beta release territory, all new weapons and ammo will be relocated to other traders or hidden away in boxes farther from Cordon since we know they're working at this point, outside of any tweaking that still needs to be done. I'm also going to be adding some of them to the treasure list for stashes. Restoring them to their actual prices seems to have corrected the problems with getting them fixed, that dialog works fine now.

 

Okay, sleep time now, I'll check in again tomorrow morning.

someone did make a thread about weapon placement changes at gsc. something with spawn ltx. i was wondering if you lowered the amount of pistol ammo dropped by enemies . i find there is way too much of it. by the time i get to the bar i have 7000 rounds of assorted pistol ammo. and i kill everything when i enter a new area.

playstaion network ID sasha87

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someone did make a thread about weapon placement changes at gsc. something with spawn ltx. i was wondering if you lowered the amount of pistol ammo dropped by enemies . i find there is way too much of it. by the time i get to the bar i have 7000 rounds of assorted pistol ammo. and i kill everything when i enter a new area.

 

You know, I have the weirdest revelations at 3 AM.

 

I was just about to go to sleep when I just got this little flash of insight. So I checked the error log for the crash and it said "Can't find model file 'weapons\saiga\wpn_saiga12c.ogf'". Then I checked the model path. Which is "weapons\saiga12c\wpn_saiga12c.ogf". Oops. Looks like the game also doesn't like it when you path a model file wrong. Should have it fixed sometime after I get home from work tonight.

 

As far as the other issue, I'll have to figure out how the game works out supplying NPCs with pistol ammo. Shouldn't be too big a problem.

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awesome. cant wait for next public test. as long as i dont have to restart the game.

 

Unfortunately, any time all.spawn is modified, you have to start a new game. I can't remember off the top of my head why, but I've tried it and the game does not recognize the changes if you use a save game made with an earlier version of all.spawn. When I made the alterations to the model path for the saiga and tried reloading my previous save right before Agroprom Underground, the game still crashed when I went down the ladder and the log file showed the same error as before, with the incorrect path.

 

Since I'm going to be making a lot of changes to all.spawn in order to add some twenty-odd or more weapons plus all the new ammo types to the game both in static locations like weapon racks as well as in breakable boxes that are currently empty, there's no way to avoid it other than not overwriting your current all.spawn when you install the mod, and even doing that still doesn't take into account all the other files that will change and could definitely cause problems with previous saves. Even the basic mod without any alterations to all.spawn changes or adds about 40 files; there's bound to be conflicts with previous saves. The game engine just isn't that flexible.

 

That said, next public test will be tomorrow night. I should have the weapon placement tested and the weapon randomization refined a bit more by then if my idea works out.

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Unfortunately, any time all.spawn is modified, you have to start a new game. I can't remember off the top of my head why, but I've tried it and the game does not recognize the changes if you use a save game made with an earlier version of all.spawn. When I made the alterations to the model path for the saiga and tried reloading my previous save right before Agroprom Underground, the game still crashed when I went down the ladder and the log file showed the same error as before, with the incorrect path.

 

Since I'm going to be making a lot of changes to all.spawn in order to add some twenty-odd or more weapons plus all the new ammo types to the game both in static locations like weapon racks as well as in breakable boxes that are currently empty, there's no way to avoid it other than not overwriting your current all.spawn when you install the mod, and even doing that still doesn't take into account all the other files that will change and could definitely cause problems with previous saves. Even the basic mod without any alterations to all.spawn changes or adds about 40 files; there's bound to be conflicts with previous saves. The game engine just isn't that flexible.

 

That said, next public test will be tomorrow night. I should have the weapon placement tested and the weapon randomization refined a bit more by then if my idea works out.

oh well i dont mind starting a new game. stalker is the only game that i do not mind to restart.

although if done right im sure a restart wont be required cause i put the p90/rpk mod into oblivion lost and i loaded my save without any problems.

 

EDIT: i heard from gsc forum the weapon project is delayed. damnit

playstaion network ID sasha87

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EDIT: i heard from gsc forum the weapon project is delayed. damnit

 

Yes, it is. But A2 release is not :)

 

AMK Arsenal Alpha 0.2 for AMK 1.4 EN 2.0 RC2

 

Requires:

1.0004 Version of S.T.A.L.K.E.R.

ONLY AMK 1.4 EN 2.0 RC2, no other mods. Other AMK-compatible mods which affect any files in gamedata may cease working, crash your game or corrupt savefiles. You use this mod in the understanding that I am not responsible for any damage to your game, computer, home, place of business or mental well-being. However AMK-EN_Weather_by_NightVz_0.99 does not conflict at all and is safe to use, as is S.H.A.R.P.E.R-Textures.v.0.95 and Sky4CE -=SkyGRAPHICS=- MOD v1.78.

 

Features:

 

Six new weapons - .357 Magnum Desert Eagle, BM16 Standard shotgun, Saiga12c, Modified Saiga12c, FN P90 and there's also a new unique weapon that I'm leaving as a secret surprise in this release. Don't cheat and look through the config files, that won't tell you where it is anyway :) All but the first one with their own stats, new models, skins and inventory icons. The BM16 Standard has also been positioned better in the hud so you can't see inside the arms.

 

Two original weapons reworked - The original Desert Eagles have been renamed, have new written information, have slightly altered stats, new firing sounds and are now rechambered for their proper calibers (.44 Magnum and .50 Action Express). The ammo found with the former "Big Ben" pistol in Wild Territory is now of the right caliber.

 

Thirteen new ammo types - .357 Magnum Hollowpoint, .357 Magnum Hydra-Shok, .357 Magnum Frangible, .44 Magnum Hollowpoint, .44 Magnum Hydra-Shok, .44 Magnum Frangible, .50 AE Hollowpoint, .50 AE Hydra-Shok, .50 AE Frangible, 12 gauge Hydra-Shok, 12 gauge SCIMTR, 5.7x28mm SS190 and 5.7x28mm SS198. All new ammo types have their own ammo boxes, still need to make new inventory icons for the 5.7x28mm SS190 and 5.7x28mm SS198.

 

Varied wallmarks - weapons now leave different marks on surfaces according to their caliber/power

 

New weapon descriptions - All new weapons and some original ones have reworked inventory descriptions using silverpower's format and incorporation silverpower's descriptions with my own. No more having to scroll down to find out the capabilities of your new toy; caliber, ammo types available, available upgrades, built-in modifications and ammo capacity are all listed right at the top.

 

Level weapon replacement - Finally got this one working. The AK74U in Strelok's Agroprom Underground hideout has now been swapped out with the Modified Saiga12c.

 

All new weapons and ammo have been incorporated into mp_ranks.ltx, to prevent one of the more annoying causes of game crashes.

 

Instructions:

 

Unzip this archive into your S.T.A.L.K.E.R. - Shadow of Chernobyl folder. Okay any overwrites of existing files. Start a new game. All new and reworked weapons and the new ammo types are available at Sidorovich's shop. For continued testing purposes, all new weapons are located in the breakable boxes inside the structure right near the wounded Tolik near the overpass camp, before you meet Petruha. Be careful; those car park bandits might have better guns than sawed-off shotguns and PM pistols and the railway checkpoint and military base soldiers might be upgraded as well. On the plus side, Wolf, Petruha and Fox all have a chance for better guns as well. Also, the reworked guns WILL give you a horribly unfair advantage over just about everybody in Cordon. Bandits drop in one hit; soldiers at the railway sometimes do as well. I'm still working out the fine-tuning of the weapon stats.

 

Optional features:

 

AMK Arsenal with PLR's weapon settings - So far I've found PLR's weapon configs pretty good, even when some bandit erases my face with a sawed-off. To use, open the "with PLR for AMK/gamedata" folder, copy the "config" and "sound" folders inside to your S.T.A.L.K.E.R. gamedata folder, then open the "Arsenal with PLR for AMK/resolution compatability" folder, open the folder that corresponds to the resolution you're running AMK-EN in (800x600, 1024x768, 1152x864, 1280x800, 1280x960, 1280x1054, 1440x900 or 1680x1050) and then copy the "config" folder in it to your S.T.A.L.K.E.R. gamedata folder. This ensures your game won't crash when you use scopes. Be advised, gunfire is very lethal with PLR's settings, so don't think you're going to charge into a room full of bad guys and take them all out wearing just your lame default armor.

 

Randomized Weapons for AMK - Using Lucian's work for Oblivion Lost as a jumping off point, I've been working on making the weapon selections for all NPCs more random. So far I've only got Cordon completely done. To use, open the "Randomized Weapons for AMK/gamedata" folder and copy the "config" folder in it to your S.T.A.L.K.E.R. gamedata folder.

 

Firelake's "Dirge for the Planet" main menu music for AMK - Surprised no one's done this yet. Open the "Firelake Menu Music for AMK/gamedata" folder and copy the "sounds" folder to your S.T.A.L.K.E.R. gamedata folder. It will also create a folder in gamedata/sound/music called "backup music" which contains the original music files from AMK.

 

Download link http://rapidshare.com/files/114715036/AMK_Arsenal_a2.7z.html

 

Have fun folks, this'll be the last test release, after this we're in beta. For now, I'm going to go get some sleep, I feel like hammered garbage.

 

Edit: okay, first checking compatibility with latest AMK-EN release, then sleep.

 

Looks like they're not 100% compatible. My weapon settings overwrite the new balancing done by Kanyhalos. I'll need at least a day to check everything over and re-upload a new version, sorry everybody.

 

Compatibility patch done: http://rapidshare.com/files/114763783/AMK_...nyhalos.7z.html

 

Didn't take as long as I thought, the only thing not compatible was Kanyhalos' weapon settings, so this patch will allow you to use my mod with his weapon settings. Just add this after the new AMK-EN release and after my mod if you want to use Kanyhalos' settings.

 

Really gonna go pass out now. I'll check in tomorrow.

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battlefield report.

 

new 12g ammo is excellent.

.44 & .50 is underpowered. a dog took three .50 shots befored dying. should be 1 with the .44

i know you did retexture the boxes but all the magnum boxes are silver.

maeby a simple recolor .357 yellow. .44 black with red and .50 silver. same with the shells.

12g buck stays the same. while the others could be purple green blue.

actually it would be awesome if the shells themselves had color variations. buckshot=red casing. slug=green casing, dart = gold or blue. etc.

some items still cost 10 ru.

yeah the hunters fist nice touch.

yeah and i found all the stuff in that trailer near rooky camp. :)

 

still very immpressive. yeah i have attention to detail.

 

oh here is a formula i use to calculate ammo damage. works well with pistol ammo but rifle it's a bit whack.

 

bullet weight(gramms)*muzzle energy(j)/muzzle velocity(m/s)

 

now this is just pt damage and not taking into account ballistix and trama of round.

humans have 30hp and a .357mag would do 22.7 damage. plus trama and ballistix = death or severe shock in one shot. even with light armor.

 

a 44mag = 69.24 damage, and .50ae = 95.14 damage. notice the huge variation.

 

for rifle ammo

bullet weight(gramms)*muzzle energy(j)/muzzle velocity(m/s)*3

 

a 5.56 ss109 would do 21.2. one shot kill or severe trauma. unless they are on drugs.

 

keep up the great work.

playstaion network ID sasha87

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playstaion network ID sasha87

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Started working on new colors for ammo boxes.

 

Black for .50, red for .44, blue for .357, dark purple for 12 gauge and OD green for 5.7x28.

 

Got the color variations worked out , still need to make new ammo box models for .357 and .44, but need to rest more, still sick.

 

Varying the colors of shotgun shells would require making new models for both new types as well as new skins just for each one. Since I am going to be doing frangible ammo for all pistol calibers (which will also require new ammo boxes and new skins), it might be possible but will be a lot of extra work. I'll have to tackle that when I can.

 

Next up for first beta is removal of new stuff from the crates near camp and placement in appropriate trader stock and cache lists.

 

Also, if anybody is running S.T.A.L.K.E.R. in screen resolutions higher or lower than 1152, please replace the weapons.ltx in your gamedata\config\weapons directory with the one in the PLR for AMK directory that corresponds to your selected screen resolution.

 

I'll try and check in here again later tonight if I'm not unconscious.

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