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AMK Weapon Add-on - WIP


Skullhunter

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Okay, I'll narrow it down a bit, but you might have to go back to a much earlier savegame. It's in Wild Territory and if you're in Pripyat, you've probably all ready killed the guy who would have spawned with it. :(

 

I haven't encountered the continual super-blowout you mentioned, but I'll see if there's any way to shut it off for good.

the sniper!!!th

 

meh one lousy rifle is not worth it.

 

i hope some glitches will be fixed.

like the spas 12 does not eject shells.

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select choices must be made from that garbage arsenal mod. and i mean select!

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i noticed after patch 1.2 that many stalkers prefer pistols over everything else..

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most pistols have an affective range up to 50m. 70m for the magnums.

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silverpower helped me discover the problem, the guy I equipped with the 416 is actually not in the game. 1.21 will address this issue as well.

nelson_ha_ha.jpg

 

oh and i cruised the gsc forum. the super V smg ejects shells from the side. not the bottom.

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They would be rarer to find and with better items inside. With that on, stashes = godly items inside. I found an RPG, 2 rockets, a modified Groza, an OICW, ammo, and grenades, all in one stash with that on... in Cordon. So, yeah, that answers that.

oicw? u mean an fn2000 right.

yeah i love messing with fox and that stash exploit. several occasions i got exo suits fn2000's and numerous very usefull hypermidicate atefects.

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lovin the new box textures.

im really glad the blue box is back for the pm rounds.

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PM rounds got a new box? That makes me wonder. It felt like I hadn't gotten all the new box textures. I'd noticed a new box texture for the 9x19 Hydro, but after I did something (cant remember what), it went back to normal. Gonna try 1.3 again and see if I can get all of them functioning.

the blue boxes are for the third ammo type (9x18)

 

im not digging the .50 box. would it be easier to just retexture the .45 boxes? .44 and .357 r cool.

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The .50AE texture is based on a real .50AE box. It wasn't a flashy box like the others, but it was selected to make a good inventory icon before I was ever asked to make any model textures.

 

I have to admit some of the textures don't look the way I intended in-game, wrapped around the old ammo box models. Most of them were designed to appear on long, narrow boxes (like the SS190 NATO ammo, but smaller) rather than the fatter, more square handgun ammo boxes that come with the game.

 

They would look better with their own models and/or custom wrapping of the texture onto the model, but that's slightly beyond my capabilities for the moment. I'll have a go at it, but I pissed off my only friend who knows XSI today, so I won't have any help for a while.

yeah i know.

i think it would be better if the box was closed like the .44's

50AE300g.jpg

 

i really like this one.

it could be used to replace the crappy 5.56mm b0xes

fed_c9bp.jpg

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That top one is the exact photo the .50AE icon is based on, though of course I modified it, several times over:

Action Express v2

Action Express v3

Action Express v5

Hydro Shock v2

Hydro Shock v3

Frangible v2

Frangible v3

 

It's one of the earlier ones and probably the series I'm least satisfied with overall, otherwise I'd be telling you to take a hike ;)

 

It was designed to be instantly recognizable as an icon. I had no idea I'd be making textures to go along with it at the time, so it's fairly plain with large text which helps it show up when shrunk. When I finish up some other S.T.A.L.K.E.R. modding projects I may try something more complex with it. For now, just deal with it >:D

 

I won't be re-doing any existing vanilla ammo types.

 

I've seen the Federal brand boxes before. They're not really suitable. Their subtle color pattern looks like muddy garbage when shrunk down, and if you take that away it's nearly the same as a plain box, just blue. The trademarked details, such as the logo and the bullet stamped with 'personal defense' cannot be kept. If I end up drawing over 100% of it, there's no point in using a photo source to begin with.

 

Magnum Research has some amazing modern retail packages for .50AE that are built out of metal or plastic. They're what I wanted to use, but I'm not going to buy boxes of magnum ammo just to get suitable photos of it :)

google em or go to the official site.

 

294564_d.jpg

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V 1.31 update available:

 

Randomization of weapons with addons (scope, silencer, grenade launcher) now working properly

 

NPC ammo carry ammounts decreased

 

Armor descriptions reworked and rewritten - now the protective value and addons (nightvision) for all the available suits of armor are listed right in the inventory descriptions. No more expensive guesswork or reloading of savegames when making your next armor purchase

 

Weapon min_radius and max_radius has been fine-tuned further to encourage proper weapons discipline in NPCs

 

Unfortunately at this time I am still unable to track down or replicate the random crash bug some people have reported. I apologize if this bug affects you but if you can, please let me know what version of the game you're running and post the last five or six lines of your error log on my thread either on the GSC or AMK-EN boards.

 

AMK Arsenal Patch to V 1.31

how much did u lower the ammo by. 1-5 rounds a box would be appropriate.

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Beat the game with AMK Arsenal again, and running through previous areas I just noticed a serious flaw. The corpses wont go away.

 

Maybe some do, but not all of them (not talking about important NPCs either), and they dont go away fast enough. I just backtracked through Wild Territory, and there's the usual lot of bodies, although the construction site swarmed of death. There's a dead group of soldiers just into the Wild Territory from the Bar that I can recall being there since about midway through the game (Their names are the same, so I'm sure). But when I got to Yantar, I was shocked to see so many dead bodies! Piles of them placed here and there, some in trios or quads, and a couple by the dozen. The gate to the factory area had about two dozen bodies strewn across the way! The effect was very noticable too - framerate quickly dropped from the overload. Did the latest patch break the corpse poofing?

bodies should go away if they have nothing on em.

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Oooh yeah, I'm really digging those icons. What with the new images for ammo and artifacts, rather nice. Also, is that a new suit I see? Wonder what that is.

 

Also Sasha, I put AMK Arsenal back in to try it some more a little from my old saved game (Man, why does AMK load so much slower and stutter more than Oblivion Lost?!), and ran around the place inspecting bodies. They've all been long looted. Not an item on any of them. Also, I remembered something critical. The Flamethrower causes extreme lag. The particles spewed by it take too much of a toll on the game. Even when the flames hit the mark and vanish, the lag persists when I face the direction of where it hit, as if an invisible fire still burns there eternally, or at least until I zone out of the area. Well, thats what used to happen. This time though, something's different. If I fire the thing for more than half a second, the game crashes. Its THAT bad. Something tells me that it may have something to do with the particles file, cause I think I put in a custom one this time through. Even so, that doesn't explain why the bodies wont effing vanish. Any idea where I can lurk in the folder to find what controls that?

OL uses ZRP wich is basically an unofficial 1.1 patch. thats why it's so stable.

the other issue i have no clue about. never used tha5t P.O.S thrower.

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