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AMK Weapon Add-on - WIP


Skullhunter

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Perhaps I dont understand the magnitude of the file size issue. Compared to how big this game is alone, a 5 meg file doesn't concern me too much. Is it because your Arsenal release so far is only 15 megs? Or will a 5 Meg texture in game noticably lower FPS performance? Cause I for one would love the chance to see some true quality texture.

 

I guess its the X-Ray engine, but only god & GSC knows why, virtually every skin I've seen for Stalker guns great or bad still look like they've had their detail eaten away by sitting in a Fruit Punch for a week. Skins here often feel TOO worn out, stained and dirty. Only real hi-res beauty that comes to mind atm for Stalker is that new MP7 some guy made. I'll get the link in a moment.

 

Sure, there's the realism bit of having been out in the Zone for god knows how long, of all things. Still, for the prices people charge, you'd think you'd be getting that G36 fresh out of the case, instead of looking like its paint job is losing the war against acid rain.

 

Ahh, here's the link. MP7 PDW And of course, I see all too late that you've already included an MP7A3 in your release, so much for my reading comprehension skills :P Well, if your version isnt a direct port of this, I suppose some comparisons could be made.

 

In this release it looks and performs excellently.......probably TOO good, might have to be toned down somehow. I eagerly await to try this one in your next release. I loved it so much, I tried using this one in AMK along with your weapons (unsucessfully). I was just unsure of the ammo capacity size of that weapon. In this version, its only 15 rounds, but in Half Life 2, its 45. World.guns.ru says the official sizes are either 20 or 40 round magazines. Being as this is supposedly the successor to the MP5 and being in the same class as the P90 (its being made to directly compete with it), I'd say that perhaps the 40 round clip size would be appropriate in this case with a similar fire rate to the P90 and slightly less accuracy & damage for using the 9x19 rounds. On the other hand, the weaker ammunition type could result in less recoil. If a trader sells this, it better be pricey, perhaps 25% more expensive than the P90 for taking advantage of a more common, commonly dropped round. I'd love to know what your take on the weapon in-game might be.

 

Yeah, I really like this, can you tell? :P

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LOL @ the thought of every other Bandit going Dirty Harry.

 

Nice new screen, which weapon is that? Looks like the most compact AK-er......what IS that?. Good to hear about the MP7 tho. A 20 round clip should be ok. Its enough for a Groza, after all. Also good to hear about the P90, cause its accuracy knocks out anything found before the Bar. Seriously, even without iron-sighting its dead on. After reading through several guides and such I pretty much started altering the stats myself anyways.

 

First tweaking individual weapons then learning the ammo types. Noticed a "[ammo_12x76_zhekan]" in the stat listings, but I couldn't find anything obvious representing the original slug round. Are these the same? Also, I found that with the damage upped on most guns and with improved accuracy, many of my guns fell short on range. Many seemed reduced to somewhat medium distance and even then I wasn't always seeing bullet puffs. Piercing factor also got me thinking so I pretty much tweaked lots of stuff to my likings (Buckshot dispersion lowered to 8 to test, pellet amount increased 12, dispersion of darts back down to 0.8, Slugs (Zhekan?) & Hydra slightly less accurate at 1.0 dispersion, notched up the damage by about 0.2 on SCIMTR rounds to give superior advantage over buck) Also weakened the 9x39 rounds back to proper levels. I kept hearing "SVUs suck" and seeing the Vintorez do gonzo damage at the cost of crappy mileage, so I put it back in its place but gave it strong piercing factor. Once I get an SVU or SVD in my hands, I'll see how that performs now as well.

 

A shame to hear about the lack of ability for individual skins for these weapons but I guess we can make do with what we have. Speaking of what we have, so many weapons, so much ammo...........man, I'm gonna need more to shoot :P Put in a suggestion among many for in the request for AMK 2.1 topic to add more spawns and mobs. Now one thing would truly make my experience complete - adding custom choice sounds for the weapons. Unfortunately its far harder to do here than when I played CS:S. Simply porting some .wavs to .oggs weren't enough, now I have to use the SDK to do it? Unfortunately, I've no experience with such programs and wouldn't even know where to start. In any case, great to hear of the mod's progress coming along. This initial release has also altered my playstyle. With this overly accurate P90, I'd found no need for all these AK74Us I'd been finding, so I'd just take them back to starter camp, load each with some ammo and dropping them into the hands of eager rookies. That should get them ready.

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just cruised around gsc forum. weapons mod is now at 150 weapons! :wacko2:

 

 

Whaaaaa??? Bloody hell, I better go see this. Thats freaking nuts!

 

But of course, so many weapons cant possibly have a purpose, heh. Quantity vs Quality? Also, hell of a lot of ammo/weapons to be tweaked.

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Still looking for this Weapons Mod. Do you still have a link to it? I assume the Rapidshare bit you mentioned was for it?

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Well, not exactly Dirty Harry, the poor sods couldn't hit the broad side of a barn with them. They're actually a lot more dangerous now with their MAC-10s and TEC-9s, which seem to feed their compulsion to just unload on anything that moves. Practice ducking behind cover. You'll need it. Sometimes they have suppressors too, so you may not even hear them until the bullets are bouncing off stuff near you :)

 

Now that sounds more like it. (Gangsta rap suddenly starts playing in my head) This should add some challenge. Now all thats left is to rework the AI so they can get in cars and get passengers in the backseat and players will be too shocked to run away in time from the drive-by.

 

 

 

That is a Tromix conversion Saiga-12 shotgun.

 

Ahh, the American version? Interesting.

 

 

 

Now that I've got a bunch of new stuff added, I'm going to start working on weapon and ammo stats again. The P90 was WAY too accurate in the alpha test (scoring one-shot kills on railway soldiers from the top of the abandoned mill nearby) and I need to reduce the damage while maintaining its ability to shred armor.

 

Heh, speaking of accuracy, I was having some serious playback issues when using your mod (refer to my thread up above on stating "loving the game, but there's some flaws"). So I gotta try some other mods while awaiting your next release. The big one that caught my eye was the N.E.W.S.A release incorporated into SIMBION mod. I'd never heard of it before, and considering half of it is still in Russian, its no wonder. From what I can gather, this might be the biggest compilation the Russian mod community has to offer. Compiles most of the features from ABC, AMK, and another mod I was unfamiliar with. Has AMK's Stalker newsfeed system (although only in Russian so far), several new and unique quests (although also largely untranslated, good luck with those) and highly modified weaponry. All the skins for the existing weapons really look like they should, rather good compared to the original models. The N.E.W.S.A. bit also added in some retardedly overpowered weaponry and aid (Wolf hands you an insane full-auto D-Eagle altered to use 9x19 ammo, 20 round clip, very managable recoil & pin-point accuracy, drops solders in 2-3 hits while the MP5 needs 7-30 rounds Wolf also hands over an upgraded Stalker suit with the good NV from the get-go) But what caught my eye was the accuracy on most guns. They're suddenly all VERY accurate (however much less effective against armored opponents, hence the MP5's struggle, a shotgun might be better suited here.) Most AKs & NATO rifles have pinpoint accuracy, but the recoil's different. No longer simply forcing you upward, the recoil seems to stay set in a cone much like a buckshot's spread arc. When I PM ya, I'll try to send some of the Weapon stat files your way if you care to assess, its quite an interesting system. I also thought the soldier's endurance was a welcome change. Their vests for once aren't just for looks, and they can take plenty 9x18/19 rounds of either type, and even several of plain 5.45 ammo to the chest or back. The game crashed as I tried to enter the Garbage for the first time, but I was stocking up on explosives for the Agroprom battles and was pondering how tough the exoskeletons would be.

 

 

That seriously needs work. I noticed this while I was trying to shoot railway soldiers with dart rounds. They didn't even seem to notice they were being fired at, until I switched to the MAC-10 and tossed a few rounds at them. To which I say "WTF, 9mm has a longer range than a shotgun slug?". This is one of the things that has me considering merging PLR's weapon settings with the mod instead of having them as a optional addon.

 

I also said the same thing immediately. After seeing how virtually every gun had this issue, I finally turned on the distance display in game, never did that before. I took to noting the distance numbers under the crosshair. I think when these weapon stats were made, the distance in the stat files were assumed to be in direct relation to the distance detector, but I think they're very different. Therefore I just set almost all weapons to 50-200; 1000. Only to find Dart rounds still weren't flinching soldiers much. Guess the Darts were made less effective compared to Slugs. Dart models seem like they should have stronger piercing power tho, and better accuracy/range of course. But with the dispersion rate of the rounds, I found out why I REALLY wasn't hitting them, because the dispersion wasn't too different from buckshot, making these single rounds highly inaccurate. This explains why I wasn't seeing those bullet puffs sometime, because the round was landing completely somewhere else. That can easily be changed, but the SIMBION's Weapon files also fixes that well.

 

 

 

One of the advantages the SCIMTR rounds have over buckshot is they cause horrific bleeding damage. Even if an enemy isn't initially killed sometimes they'll quickly drop from blood loss.

 

Heh, I did notice that a few times. Guess the damage was fine, but I did jump up their piercing power to drive home the idea of razor thin blades slicing through it all. Truly gruesome.

 

It seems that the only thing that will lack individuality is addon/upgrades for weapons (scopes, suppressors and grenade launchers). So I have had to make one generic suppressor skin for all the different ones currently available (9mm MAC-10, .45 ACP MAC-10 and 4x30 HK MP7). As far as the weapons themselves, they have no such limitation. I was able to make a corrected skin for the 9mm MAC-10 while keeping the original for the .45 ACP version.

 

Oh sweet, thats much better. :D I had one thought tho. What about a suppressor for the Winchester? I can't see it working with any other shotgun ('cept Saiga, perhaps), but I've seen it on Mossbergs. "Why on a shotgun? Doesn't that defeat the purpose?" Not at all. Shotguns in certain situations could make use of one, at the least removing the muzzle flash and at best, tightening the arc spread of buckshot. Downside of course, is that a boomstick is a boomstick, and a suppressor can only do so much. Still, its funny to see a foe crumple with a loud "FUMB".

 

 

 

The SDK is actually not necessary. I added custom sounds for the DEs without it. There's a few steps involved but it's not terribly complicated. Message me your email and I'll send you the tutorial I found.

 

Oh THANK GOD. I'll send it right over, thanks again.

 

It gets them ready for everything but the helicopter.

 

Them and me both. :( At least now I know how to take down one of those things. Still, its all about evading that first sweep.

 

The last time I loaded the rookies up with stolen AKs, after they butchered the soldiers that came up the checkpoint road, the helicopter showed up and strafed the place to hell, then another group of soldiers moved in and mopped up. It was insane, it went on for almost an hour real-time while I hid out in one of the underground shelters and shot anything that came down the stairs wearing a military uniform.

 

That sounds pretty authentic, actually. Just one of the big things that makes AMK awesome.

 

 

Also, does Arsenal do anything to alter mutant spawn/spawn rates or change the AI at all? I've been struggling to find out why my games keep crashing with it and its basically boiling down to various story NPCs getting killed before I even get that far. Someone managed to take out the Barman or someone else important in the Bar before I even got out of Agroprom, how nutso is that?

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For instance, before we'd see stuff like this:

 

http://i33.photobucket.com/albums/d68/Skul...killmessage.jpg

 

Now, we see it like this:

 

http://i33.photobucket.com/albums/d68/Skul...illmessage2.jpg

 

 

HAH! About time! I was tired of all these random stalkers taking credit for my dirty work :P

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I submitted some potential sounds for use with the Arsenal mod, some recommended for existing guns, and some of the new ones. What I'm trying to make clear in my head is that I imagine that quite a few of the new guns will now have their own ammunition caliber to use. Although realistic, this bothers me some, because that means more firearms that I "must" carry at all times to get the most out of random drops. When I played this latest release of Arsenal, I found myself carrying all 3 Desert Eagles (well, ok, 3 out of 4, the .357, The Hunter's Fist, and the one in the middle) not knowing when or if their ammo would start randomly dropping. Unfortunately, I never made it that far.

 

So I was just curious of that out of the growing number of new weapons with this mod, how many use their own ammo type and aren't compatible with existing ammo? This way I can plan ahead. Also, how many of these ammo types can be dropped, and how many are store-bought only?

 

Also, something I noticed but for some reason always forgot to mention, the Modified Saiga shotgun for some reason won't recognize or chamber SCIMTR shot ammunition. It'll take all 5 other types, just not that. This is why I always chose the regular Saiga instead, because it could detect and accept all 6. Also, a fully automatic shotgun, gawdamn. Can't see me needing all that until a Bloodsucker at full strength, then a constant wall of buckshot would sound handy for turning it into peppersteak. But then again, maybe it was made with just that intention :P

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Heheh, sounds about right. Didn't see why AK-47s were more accessible in any other mod until now, really. They're all over the world, after all.

 

Still trying to figure out Command Prompt so I can successfully modify these sounds for the game, but I'm such a newb at that stuff, heh. Got the Hex Editor part down tho. You've been getting my latest mails?

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I know that from practice I'm a hell of a lot better with a handgun than something that requires two hands, and would prefer it for now.

 

But I'm sure thats hardly the case here :P

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So far, this just keeps sounding better. I've been having run-ins with weapon prioritization myself. In an effort to better arm the allies of the Zone, I've been trying to bring them back superior arms, a few at a time. However, I keep getting disappointed by their odd choices - they REALLY like their MP5s. It's (until Arsenal, at least) the only gun classified as an SMG, right? They definitely prefer it over the AKs. Only just now reaching Army Warehouses now, so I haven't tried handing out NATO rifles yet, but that better work. I assume classifying the Pernach as an SMG might cause an issue of some sort? Cause that would work well, I'd imagine.

 

Well, I better get back on the ball, I need to rush this Winchester over to poor Petruha before he finally bites it.

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Yeah, just about done with OL 2.1.1 here myself. Great all the way through, but I just reached Pripyat and the blowouts stopped. So did the random events, so they must be connected. That happens in AMK as well at some point, doesn't it? I gotta learn how to edit the files so they keep going.

 

So, my game was crashing due to a texture issue, eh? Lithe's issue sounds identical to mine. I also had updated to the latest version of AMK-EN, or so I thought. Would the current release of Arsenal work properly on a previous version of EN?

 

But I'm about ready to try some Arsenal again! I've got high hopes for this one and the weapons it'll be bringing. Oblivion Lost is quality work, but it lacks two words to keep things interesting - random stashes. I've been a tad out of touch on how the progress of Arsenal's been going, but I hope to get back in the swing of things here. I've also learned how to make many simple modifications which should boost the game's replayability in my liking to maximum. Now if only I could figure out how to get more enemies in the game. Also, the new OL totally redid the LR300. The skin, sounds and animation are just so good now, I can't be arsed to use any other NATO rifle. Have ya seen it?

 

Still stuck on sound editing, tho. Not quite understanding that last little bit stops everything. For now, I'd be happy just getting Arsenal functional again. Hope to god I can at least get though the Bar this time.

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Schweet, I just installed KingFriday's AK74U and SIG550, they look great indeed.

 

Even more interesting, through some freak mishap, I was mistaken - I didn't have the latest AMK-EN after all. Now that I do, I'm firing up Arsenal again to see if the Bar crash persists.

 

Good to hear the progress on the guns, although I do hope that a good number of the better ones cant be bought - I enjoy the hunt :P

 

Damn, I REALLY wanna find some command line tutorial so I can get past that last part. I feel noobier by the day not being able to finish up these sounds. OL 2.1 bugged me in some areas, using the Bizon that sounded like a Fort. Didn't sit right with me at all, especially since I have a real Bizon shot sound here. Also, I saw a small tutorial somewhere that recommended which settings code the .oggs at, so I'll look around for that.

 

As for the randomization, it sounds good, but the temptation's got me hooked! If you released what you had now, I wonder if a future update when the randomization is complete would interfere with a saved game. Unsure, but I'd take that option any day!

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I crashed again at the Bar, so back to OL for the moment. Sasha's got it right with that glossy chrome look. As for the Stats themselves, Dada's Balanced Weapons config fixed most of that. Naturally, I did more tweaking of my own. That OTS-33 is killer, I never even looked at the Bizon again. And the Mac-10's a forerunner for best 9x19mm gun. Its all about the high rpm with these two.

 

Great to hear that a possible release is just days away! Once its out I'll fire it up for sure, shouldn't crash this time (keeps fingers crossed). Should be interesting to see how AMK plays out with this. I'm planning on truly testing myself with some tweaks. I've been doing my own weapon balancing mostly these days, but now I've started tweaking armor too. I started making it so the stronger suits actually *gasp* protect you from physical damage for once. I hope your mod makes the enemy better armed :P Naturally, the suit changes apply to mobs as well, and since I flattened out the piercing ability of most firearms, they do their job well enough. Also added more HP to Stalker NPCs and different factions based on their rank, and you've got some guys that can take maybe a full OTS-33 clip before they go down. Exos are far from suckage now, now that nothing save a headshot is a guaranteed one-hit kill. They can take 2 solid SVD shots to the torso (7N1), but its likely the first shot's enough to bleed them out. This feels like it makes sense.

 

Also, I'm hooked on KingFriday's Sig-550. Such great sounds for everything. Can't wait to see how these skins compare. The weapons themselves too, naturally.

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(walks back in) Hey guys, been a little busy of late, my Everquest 2 guild's been demanding more of my attention. Stalker's been pulling me away, heheh.....(catches up to the news, slavers like a hungry dog)

 

Oooohoohoohoohoo........It is almost upon me! Well, in any case, I'll certainly have a lof of weapon reviewing to do. And yeah, I'll be tweaking guns left and right. This is gonna take forever :P Hopefully can just find a few different AK variants and stick with those next time around. Weekend's basically already upon me so I'll just wait for the patch.

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Yah, I made Exosuits really strong. Figured they should be the best, either those or Military Stalker suits.

 

Still waiting with eagerness for the next release, while I continue to iron out the kinks of AMK. Now I'm getting crashes at the bloodsucker village at the Army Warehouses. The crash log is saying that it cant find the "susat-amk-n" texture. Really irritating how half the mod issues I seem to be having are tied into missing scope textures that either vanish along the way or were never there to begin with. Blame the installer or something, I guess. I'm also having trouble finding this file anywhere, so I'm a little stuck atm.

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When I entered the bar, I got some crashes due to missing textures. L85, some crosshair, and some gun name I forgot. The textures where in the textures\wpn folder, but they had a suffix of "-n". I deleted the "-n" and the game picked them up fine.

 

 

*blinks*

 

........Delete the "-n", eh? But its asking for it specifically. I wonder if it'll still work..... (goes off to experiment)

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I was really hoping that Claysoft's patch had eliminated this problem, as I haven't run into it myself in ages. As I remember it standardized the names for all possible video resolutions to the same thing. Looking at my weapon.ltx files in the V1 release, none of the weapons still use the susat-amk-n texture, it's all susat-amk now. So technically that shouldn't be happening at all. Which makes it a lot more irritating.

 

 

 

Okay that's starting to sound like maybe you guys don't have Claysoft's patch, that standardizes the scope textures so there's no more -n or -w suffix on the filename. If your textures have those it will definitely cause a problem since it's looking for them without the -n or -w nonsense.

 

 

Claysoft.........Claysoft...........Hmm, nope, doesn't ring a bell. (starts looking around for this patch......) Did this patch just fix the scope texture name issues in general or was it part of a bigger patch? (is reminded of the AMK-EN 2.094 patch that -seems- to install effortlessly, until the title screen still says 2.092) Just to be sure of what I'm looking for.

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