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AMK Weapon Add-on - WIP


Skullhunter

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Hey.

 

For starters, let me say great job on the mod. It really adds some variety. I was able to pry a Mosin from the cold, dead hands of a carpark bandit, and a TOZ-66 from the trailer next to Tolik. Noticed that Major Kutsenov had an OSS-33. He stuck it in my face when I first walked up to the bridge. Noticed that Wolf and Fox had AK-47s.

 

But I also noticed one small thing: you might want to turn down the probablity of bandits and STALKERs having MP5s, and maybe increase the probablity of a Bizon or a TEC-9. Just because, well, now with all these low to medium grade, cheap, and common SMGs, I don't see why I ran into a group of bandits and three out of four of them had MP5s.

 

Other then that, really good mod. Can't wait for V2.

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Heheh, I have made it my mission to arm STALKERs in need. Here is what I have got done so far:

 

-Gave a STALKER in a STALKER suit a Mosin (he had a TOZ-34 sawn off before)

 

-Gave a STALKER in a rookie jacket a Mosin (he head a Makarov before)

 

-Gave a STALKR in a rookie jacket an AK-47 & over 2oo rounds of ammo for it (he had a Makarov before)

 

-Gave a STALKER in a rookie jacket a TEC-9 (he had a silenced PB-69 before)

 

-Gave a STALKER in a STALKR suit a TOZ-65 (he had a sawn-off BM-16 before)

 

Thanks to your mod, I have been able to acomplish this. Great work!

 

 

And just one suggestion: maybe make it a bit more common for rookies to spawn with the Mosin, and maybe make it rare for veterans to spawn with the scoped Mosin.

 

 

EDIT:

 

Oh wonderful. When I get close to the truck at the entrance to the northern DUTY checkpoint in the bar, I crash with this error:

 

XR_3DA.exe caused BREAKPOINT in module "C:\Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl\bin\xrCore.dll" at 001B:00587D15, xrDebug::backend()+165 byte(s)

 

And below that, in the other little Xray box is this:

 

EAX=09DFFF00 EBX=78144E50 ECX=09DFFF08 EDX=09DFFFFD

ESI=005B22A8 EDI=00587DE0 FLG=00000212

EBP=0013860C ESP=00137600 EIP=00587D15

CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=00

 

 

Anyone know what's wrong?

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It looked a whole hell lot like an OSS-33. It was eathier that or a Berreta O.o.

 

It was too big and slender for a Makarov.

 

And I must say, the army guys really do love their new PP-19s. They enjoyed them so much that they couldn't help emptying a whole magazine into my dead corpse when I went back to aprogram.

 

 

Also, I'll go check for more. Do I have to click anything other then "show error" to see the end of the error log, or do I just look around once I click that?

 

 

But, to be honest, you should give the military a higher chance to spawn with an AK-74M/S (what the game calls an AK-74) then anything else. And really, only officers should carry the AK-74SU

 

You could give Bizons to Spetsnaz as their "pistol" rather then a Fort 12 (and I think you did, or the guys I ran into were just army guys dressed up like spetsnaz, because I ran into a wall of 9x18mm lead from two apperantly Spetsnaz guys while escaping the research complex)

 

Also, I've started to notice the abundence of some weapons, and I like it. For instance, because of the bar crash, last night I headed back into aprogram. Ahead of me, with their backs turned were two bandits. One had a Mosin that was strapped on his back, I couldn't tell what the other had. I shot the non-mosin wieilding one first, and the other sprinted behind a bus, then stepped out to take a potshot at me with the mosin. I shot him while he was working the bolt. I have noticed that bandits and rookies really like mosins. I actually got a rookie to use a mosin when he had an MP5. It only happened once, and I could never get anyone else to do it. I think it may have been a bug.

 

EDIT: If worst comes to worst, you could try to move the SMGs to the class WPN_USP, or the high-class pistols if the NPCs really are being persistant buggers about trading in their MP5 for a Saiga 12C

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Oh dear.

 

The xray error report thing refuses to pop up.

 

Now, I have two guesses

 

1.Some scope texture is being an asshole

 

or, two, which is unlikley:

 

2. The DUTY gaurd holding a Saiga 12C is making me crash. I say unlikley because I have a Saiga 12C, and my game was running just fine until this point.

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Well, I gotta say, I've been running the game with Arsenal now and I am quite impressed. Everything feels good and smooth. Any crashes I have are non-scope related (just attached a SUSAT to an LR 300 to be sure) and are bypassed simply by reloading and trying again. Few minor things tho.

 

For once, the Desert Eagle .357 is weaker than the USP or Colt1911? Didn't see that one coming. Upped the power of it to a proper level.

 

I loved the challenge of being surprised by Mosin users! I managed to find a SKAT-9M early on, and they STILL hurt like hell. But the bandits on respawning all seem to be carrying AK74/SUs, Bizons, or MP5s. Why do bandits only the first time around have Mosins? They should certainly keep using more.

 

This guy in the rookie camp guarding the eastern entrance (the first line of defense against unruly soldiers, lol) REALLY loves his TOZ-34. TOO much. So much so, he wont use anything else, although he's taken a Winchester but wont switch to it. Or SPAS. Or likely this extra Saiga I just nabbed. He's also uninterested in picking up even a SKAT-9M to put on. What a prude.

 

Upped the damage some on the MACs. The MAC-10 .45 version should have its value boosted to be made more expensive. Sure the .45 handguns are stronger, they're worth way more than the MAC to a trader, and something about that doesnt seem right. Boosted the power of the Mosin to 1.10 (those surplus rounds still take some work to down enemies, but this benefits Mosin-using foes even more). Sharply decreased impulse on 9x39 rounds, and dropped the impulse of the non-surplus sniper ammo to 0 (creates an often strong, overpowering sense of hopelessness as the foe simply drops to the ground) EDIT: Upped impulse just slightly in hopes that a headshot will at least visibly knock the head back.

 

LOVE the model replacements for the AK74SU Custom & Strelok's AK-74. Fine pieces of work. This Kobra sight's an interesting touch. However, the zoom's almost nil when sighting with these. I know these sights dont magnify, but I upped the zoom just a little.

 

Speaking of Stelok's AK-74, it was..........boggling to get the Modified Saiga 12C so soon. I guess it makes sense, but I got it ages before anyone offered to sell one. Still, I'm having fun with it. Modified the Saiga config to accept a PSO-1 scope, even though the texture's missing in-game (grants a big, black rectangle where the scope should be that's covered in "saiga_addons.dds" text). Makes it a strong semi-/automatic rifle with slugs, darts & Hydra-Shok. Also upped the pellet count to 21 as per Sasha's suggestion. WOW. *BA-BA-BA-BA-BAMF* *Pseudo-giant dies*

 

I also enjoy arming fellow stalkers in need. Plenty of nice new weaponry thats abundant to place in their arms. Funny how there's still so many pistol users. I often give them the suits I find more than I sell them. (If only we could sell the suits straight to the NPCs to make things quicker, but they wouldnt be able to afford most of them anyways. Maybe if they had 10000 RU each....) BIG surprise as to how cheap the AK47 is, although it makes sense. Don't think any other mod makes them so easily accessible. Gave a Mosin to a guy at the Garbage car park and he's been holding the fort exceptionally well since Bes walked off (he's now with those scamming loners at the Dark Valley farm so I gotta play nice). I like Strelok's AK-74 so much, Barin can live! (until he dies by hands other than mine). I haven't even been to the Army Warehouses yet and this is my favorite mod yet!

 

REALLY loving Strelok's AK-74! *fires off some rounds* Hey, I know that sound :P

 

One thing I really do miss tho was Kanyhalo's reworking of the ragdoll & the physics. Seems like only he got the gravity right. Everywhere else when bodies fall from significant hights, they slow to the point where I could run faster than they fall, which is stupid. (Counter-Strike: Source with vanilla physics suffered the same issue. Bodies slumped down rather stiff-like rather than falling, and falling bodies moved through the air like molasses) When I'd throw a grenade with Kany's physics, bodies really flew. That was fun. I'd try to replicate his settings if only I knew where to make the edits.

 

What files would I have to edit to increase the damage of the Mosin?

 

Because I noticed that it was slightly underpowered.

 

And on another note, anyone know what files I would need to edit to increase the probability of STALKERs and bandits spawning with Mosins?

 

Huh huh, I could have fun with this

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When it crashes, open up notepad and hit ctrl-v. It posts a very helpful readout.

 

Also, a question to Skullhunter. This may be more of a general Stalker question than an Arsenal question though. Does adding a suppressor to a gun have any downsides? Does it lower damage/accuracy/range at all?

 

Aha! Thank you. And predictably enough, yep, it was an L-85.

 

Expression : fatal error

Function : CRender::texture_load

File : E:\stalker\patch_1_0004\xr_3da\xrRender\Texture.cpp

Line : 295

Description : <no expression>

Arguments : Can't find texture 'wpn\l-85-amk'

 

What do I have to do to fix this? Whaet folders should I look in?

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Is that right, Sasha? Hmm, ok. (tunes down the .357 rounds to just under .45s, but keeps the increase of power on the Desert Eagles, and reduces the recoil of the .357 model)

 

As for the Mosin, go into gamedata/config/weapons. Here, you'll find the configs for every weapon (including the BTR enemy vehicle) and all the ammo in the weapons.ltx Remember, the Mosin & Scoped Mosin are different weapons, so they have their own configs. Best to edit both if you plan to. Look for the "hit_power" line and adjust the number next to it. Naturally, higher = more damage.

 

I adjusted the numbers next to them in this order: 1.10, 1.20, 1.35, 1.50

 

I assume these are the damages that the different rounds for it will do.

 

I made sure to edit both of the files.

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Dammnit, again.

 

Same error. I think I need the l-85 texture, not the l-85 D or T. Im going to install AMK to some other folder and see if i can find the L-85 texture.

 

Ohwai-

 

Nevermind, I didn't try yours. I'll try yours, then see what happens

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Blood brilliant.

 

The L-85 is fixed. But may I inquire as to what the fuck a Hakko 15 is?

 

Expression : fatal error

Function : CRender::texture_load

File : E:\stalker\patch_1_0004\xr_3da\xrRender\Texture.cpp

Line : 295

Description : <no expression>

Arguments : Can't find texture 'wpn\hakko-15ch-b-amk'

 

Wonderful. I've found a hakko-15ch-n-amk and a hakko-15ch-t-amk, just no b-amk.

 

Is the B a different file, or do I just need to rename one of them to B?

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Actually damage from different rounds is determined by the entries for the ammo in weapons.ltx. And with those settings, you've made the Mosin the most powerful sniper weapon in the game except for the Gauss rifle :) I'm really sorry that you're still having those pain in the ass problems with the AMK scope textures.

 

Mad Hamish, if you go into config/misc/items.ltx, in the "Food" section, set the values for eat_health to 0.00 for kolbasa, conserva and bread.

 

Servalion, the problem with NPCs respawning with vanilla Stalker weapons will be handled in the patch I'm working on. Hopefully. If successful it will also include our fixes for weapon priorities. I made the MAC-10s cheaper than good quality pistols because of their low quality and because they're more widespread. I'll also see what I can do about the ragdoll settings, if anything.

 

Sasha, I'm still working on more ammo boxes. I may just end up entirely reworking them, I'm not sure yet.

 

Oh no, it's not the scopes now. It's some bastard pistol (I'm assuiming it's a pistol) called the Hakko 15. I'm missing some texture or another for it. I have the -t and -n textures.

 

You know what would be helpful, would be if someone could post a download link to their AMK wpn textures folder. This person would be someone who gets no texture related crashes. Then I could just copy all the textures from there to my textures/wpns folder.

 

Also, upon hearing I had just made the Mosin the equivlant of a small nuclear missile, I changed it to:

 

hit_power = 0.95, 1.00, 1.15, 1.35

 

That oughta be better.

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O.O

 

EPIC.

 

I shall pull an "Enemy at the gates" in Stalingra-I mean Pripyat <3

 

And thanks for doing so: it really is a great mod, it just seems to have gotten rid of some of my files (I never had a persistant CTD that had to do with textures before using AMK)

 

Also, I love what you did with the DUTY northern checkpoint guards. Through my binoculars I saw a DUTY guy with a Saiga 12C behind the sandbags. x3

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I decided to give them more of a fighting chance against the swarms of mutants that seem to come out of both Wild Territory and Army Warehouses.

 

Right now I'm at the rookie camp, handing out guns. So far I've gifted them a couple of MAC-10s in 9mm, an AK-74U, an AK-47, a Mosin, an MP5 and a Groza. Those checkpoint soldiers are in for a nasty surprise.

 

Ehehe, this guy was by the checkpoint that you first enter the bar area with. And, the same guy that had the Saiga 12C had a gasmask suit. But I'm guessing that is not as much your work as it is xStream's work.

 

And holy god a Groza.

 

You should get a few more rounds to that guy so he might have 2-3 mags to use. The Groza in AMK kills everything. I mean it will rape a psudeogiant like Micheal Jackson rapes children. And bloodsuckers are roaches to be crushed with that weapon.

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I noticed that they always stand there, too.

 

Sometimes I try to disperse them by throwing a grenade a bit away from them. Sometimes they run, sometimes they don't. It would be nice to see the AI grouping like that fixed, but I'm not sure it's possible.

 

 

And how's it going with those textures?

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Hilarious as hell, that poor SEVA. Even after these months of extensive Stalker "Testing", he did something I've never seen. He ran after I took out the other two, and when I cornered him up top, he pulled out an LR300.........and committed suicide. Thats right. He stopped running, turned to me, pulled out an LR300, cocked it so the barrel went right into his mask, and fired too fast. There were four bandits down below, so at first I thought they shot him, oddly enough. When I realized that couldn't possibly had happened, I SO wish I had a way to record that.

 

I died of laughing at this. That is so funny! And it's realistic too. If someone was too excited, they could accidetnaly pull the tirgger with the gun pointed at themselves.

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Shit :V

 

Crashed AGAIN.

 

Expression : fatal error

Function : IRender_Visual::Load

File : E:\stalker\patch_1_0004\xr_3da\FBasicVisual.cpp

Line : 58

Description : <no expression>

Arguments : Invalid visual

 

After getting X18 documents, just as I'm starting to go back up the stairs.

 

Also, holy FUCK SERV. You could have been DEAD very quick. I think we need some military spawning at strategic positions with certain weapons. I.E PKM, SVD, VSS, ect. ect.

 

 

Along with the randimization suggested earlier

 

As for my error, dunno if it's persistant or not, I'll go see.

 

Nup wasn't persistant, just one time.

 

And could you lower the range of pistol use to like, 3 or something? It's way too high right now, NPCs shooting at me with pistols from 25 yards away when they have a AK-74.

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I'm calling hacks on that right there, Servalion. x3

 

But that is seriously fucked up. And the fact that he has a very good reputation is even more fucked up.

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I can't continue my old game, it crashed without a reason. I had to start a new one. But now, at random points in cordon, I keep crashing with this.

 

stack trace:

 

What the hell is that?

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1. Well, I think the idea here is that the PKM is a rather strong example LMG and Russian to boot, but it would seem that most stalkers prefer conventional sized firearms over heavy weapons. The description for the RPG even states this, as it seems a key for survival in the zone is mobility, likely to stand a chance against the fast mutants.

 

2. Grenades and Binoculars have a slot??? This is a solid idea, but I think it would have been done already if it were truly possible within reason.

 

3. Various mods have implemented different types of custom rounds. Some mods put in Incendiary/Radioactive/Napalm grenades of sorts. This mod already has several sorts of various ammo types, more than I'm sure some would really bother with.

 

Note how he said military. Because, it is true that every sqaud has a automatic rifleman (RPK) and a machine-gunner (PKM). As for RPGs, I think the military uses the RPG-22 now. Much lighter and smaller then the RPG-7.

 

EDIT:

 

Errr, houstoun, we have a problem.

 

Expression : I

Function : CInifile::Load

File : E:\stalker\patch_1_0004\xrCore\Xr_ini.cpp

Line : 166

Description : Can't find include file:

Arguments : ak47_sk1.ltx

 

It crashes with this on start up.

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