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AMK Weapon Add-on - WIP

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  21:06:07  15 August 2008
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TristanYockell
Senior Resident
 

 
On forum: 04/03/2007
Messages: 308
How many more of the RC1 weapons roughly do you have successfully in AMK so far?.
  21:15:05  15 August 2008
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EggChen
Senior Resident
 

 
On forum: 01/12/2008
 

Message edited by:
EggChen
08/15/2008 21:16:18
Messages: 1109

---QUOTATION---
EggChen, thanks man, emailed you. Hopefully you read this too, because as Masamunect pointed out, we apparently need pistol shells too if they're available
---END QUOTATION---



Well vanilla used the same effects for smoke, muzzle flash and shells for most weapons, assault rifles and pistols alike. Even shotguns shared the same smoke and muzzle flash!!

Anyway, I am sure I could add pistol shells. It would just need a change in every pistol ltx to use them.

PS. Replied

Edit: Am I right in understanding from an earlier post that the Kriss also has downward shell ejection?
  03:29:35  16 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---QUOTATION---
Well vanilla used the same effects for smoke, muzzle flash and shells for most weapons, assault rifles and pistols alike. Even shotguns shared the same smoke and muzzle flash!!

Anyway, I am sure I could add pistol shells. It would just need a change in every pistol ltx to use them.

PS. Replied

Edit: Am I right in understanding from an earlier post that the Kriss also has downward shell ejection?
---END QUOTATION---



Actually that was incorrect. My fault for posting so soon after waking up.
  02:30:00  19 August 2008
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The_Funktasm
(Senior)
 
On forum: 03/07/2008
 

Message edited by:
The_Funktasm
08/19/2008 2:32:33
Messages: 66
I don't like the handling in this. Why can a mac-10 fire a perfect burst that a vanilla assault rifle can't hope to match? Why is the full BM-16 better than a TOZ-34? How can a single slug be more accurate than one of the original sniper rifles? Who made the settings and what were they on?

Sorry to sound angry but none of this makes any sense!
  17:06:52  19 August 2008
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
 

Message edited by:
silverpower
08/19/2008 17:08:17
Messages: 790
Because we're trying to mesh together a bunch of disparate weapon mods, all with different power scales.

If you have better recommendations for power settings, we'd like to hear it. It's a bit of a mess, especially since we're concentrating on fine-tuning the weapon selection criteria.
  03:41:06  20 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
 

Message edited by:
Skullhunter
08/20/2008 8:31:01
Messages: 126
Patch to V 1.3 now available

[link]http://rapidshare.com/files/138678076/AMK_Arsenal_Patch_V1.3.7z.html[/link]

Fixes in this patch:

P90 suppressor sold in Yantar now compatible with default gosuke P90

P90 temporarily changed to use default particles to prevent game crashing until EggChen fix is available for AMK

Pistol max_radius decreased to prevent NPCs from thinking they can kill anything that moves with a pistol

PB and PM pistols now can only use 9x18 FMJ ammo

Army Warehouse and Bar randomization adjusted

Bandit randomization adjusted to drastically reduce occurance of MP5s

Changed PMM ammo to +P instead of +P+

General cleanup in weapon and ammo descriptions

More weapon descriptions added/fixed

.357 Magnum Desert Eagle damage corrected

Features added:

+P+ hotloads for 9x18mm guns

new inventory icons and new ammo box textures for all new ammo types by IceBurner

respawn character randomization added to Bandits, Duty, Mercs, Loners, Freedom and Monolith

Instructions:

Unzip this archive into your S.T.A.L.K.E.R. - Shadow of Chernobyl folder. Okay any overwrites of existing files. It is possible that the patch may take effect immediately without the need to start a new game but I cannot guarantee this 100%. If you wish to use/update Weapon Randomization, remember to copy the "gamedata" folder in "Randomized Weapons for AMK" to your main S.T.A.L.K.E.R. directory.

Additional info:

Disable healing with food - unfortunately this mod does re-enable healing with food, but it's easy to fix. Go into gamedata/config/misc/items.ltx and find the following items: [bread], [kolbasa] and [conserva]. Under each item, find the line "eat_health" and change the value to 0.

Scope textures with different resolutions - If you installed the previous patch to 1.2 (which you should have, if you haven't, stop reading this and install it first), you will have every scope texture in every available resolution. Now some of you are on widescreen, or maybe you just want the best one for the resolution you run S.T.A.L.K.E.R. in. So, I'll explain how to set that up properly (in the patch readme of course).
  04:20:58  20 August 2008
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IceBurner
(Novice)
 
On forum: 08/04/2008
 

Message edited by:
IceBurner
08/20/2008 4:57:33
Messages: 5
New ammo icons & textures

Just want to add that the new ammo inventory and model texture art assets are not to be packaged with other mods or distributed alone without my permission.

Should have been in the 1.3 readme, but I forgot to remind Skull.
  06:21:46  20 August 2008
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Sgt Doom
Senior Resident
 

 
On forum: 08/01/2008
Messages: 330
One thing i've noticed is that when the AI decides to use their pistol according to the range, when I loot their bodies afterwards their main weapon is nowhere to be found, but there's still ammo for it. For example, I killed the bandits at the factory in Cordon, I find Mosin Nagant ammunition on them, but no Mosin Nagant.

I'm running the latest version, from 1.0 patched to 1.2, then 1.3. Does the 1.2 patch include the 1.1 as well? If not, could that be the cause of the problem?
  07:25:35  20 August 2008
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The_Funktasm
(Senior)
 
On forum: 03/07/2008
 

Message edited by:
The_Funktasm
08/20/2008 7:39:18
Messages: 66

---QUOTATION---
Because we're trying to mesh together a bunch of disparate weapon mods, all with different power scales.

If you have better recommendations for power settings, we'd like to hear it. It's a bit of a mess, especially since we're concentrating on fine-tuning the weapon selection criteria.
---END QUOTATION---



For one, machine pistols should be about lucky shots and volume of fire, meaning that they can't really be used for much more than firing from cover and without precise aiming. First shots should be semi-accurate if possible.

The MP5k perhaps should be 85% as accurate as the standard model, while the AK-47 should be somewhat hard to stabilize but generally as accurate if not somewhat less than the AK-74.

Just my two cents.

Also, why do the mac and kg-9 use the PM firing sound? I could find wave sounds to stand in if you want.

EDIT:
I thought NPCs don't require ammo?
  07:25:55  20 August 2008
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IceBurner
(Novice)
 
On forum: 08/04/2008
 

Message edited by:
IceBurner
08/20/2008 7:57:09
Messages: 5
NPCs do require ammo, but so long as they have some they cannot run out. If you're using AMK's randomized weapons, having the ammo doesn't mean the NPC also had the weapon.

Modders have no way to force two or more random items to appear together, so the only way to guarantee NPCs will have the correct ammo is to always give them ammo for all the weapons on their list.

Example: There's one Novice Stalker in Cordon with a 30% chance to carry with a Mosin Nagant. He also has a 100% chance to carry 2 packs of Mosin-Nagant ammo. If it were 30% on the gun and 30% the ammo, there would be only a only a 9% chance that they would spawn with both at the same time!

If you're not using random weapons, I have no idea what's wrong

Edit:

Skullhunter, can you verify if the texture on the box for SCIMTR and the box for Hydro-Shock are swapped? They were mixed up in my game. I double checked to verify the ammo types were pointing to the correct models, and I can't think of any way I could accidentally swap the model files around.
 
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