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AMK Weapon Add-on - WIP

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  04:40:59  18 April 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
 

Message edited by:
Skullhunter
04/18/2008 4:45:53
Messages: 126
AMK Weapon Add-on - WIP

Well after years of working on very little, S.T.A.L.K.E.R. has inspired me to roll up my sleeves and get back to it. This idea started off as a simple rework of the two Desert Eagle pistols in the game, then it enveloped the Saiga-12 model first introduced to us by BAC9-FLCL (plus Siro's Hunting Saiga-12 skin for it) and the full-sized BM-16 shotgun and now I'm eagerly awaiting the loads of new weapons currently being created by the Russian S.T.A.L.K.E.R. community as well as other talented folks like King Friday.

Why an add-on for AMK? Well, I dig it. Plus their ui_equipment image has so much extra room for new weapon icons it's not even funny. And variety is good. Even if weapons are so similar that they're mechanically and ballistically identical, they still look different. Some people like AKs, some people like M4s, and so on. Having a greater variety of weapons will definitely add to the immersion factor.

This is what I've got for you so far. The two Desert Eagles have been converted to use .44 Magnum and .50 AE ammo, respectively, their inventory descriptions have been rewritten and the two new ammo types have been added to the game, plus they now have two different and distinct firing sounds that better match the guns they're based on. The BM-16 shotgun is integrated into the game and has its own inventory icon, but I'm still working out the accuracy and damage for it, plus I need to adjust its position in the HUD. The Saiga-12c shotgun is also implemented, using Siro's skin with a custom inventory icon to match it plus his inventory description. I've also edited the all.spawn so the Big Ben (now the .50 AE Desert Eagle) in the breakable box in Rostok now has two boxes of .50 AE with it instead of two boxes of 9x39mm. I'm also going to see about implementing portable repair kits for weapons and armor, for those times when you're so far out in the Zone you just can't realistically make it back to a trader. I'd have more but I've only really been working on it seriously for two days.

Any possible suggestions or any work someone would like included in this add-on are of course appreciated. And of course if anyone would like to help me test things out, I'd be more than happy to accept volunteers.

Oh and it's going to be called AMK ARSENAL. Simple and to the point. Lots and lots of guns for lots and lots of carnage.
  05:09:23  18 April 2008
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mattmoto
(Novice)
 
On forum: 04/08/2007
Messages: 47
Sounds great, I will be watching this mod. Also, take a look at Lucian's random weapons, it allows the NPCs to carry random weapons that you can define, so they will have a chance to carry these new weapons.

Also, for balancing these, PLR seems to be the master at that. So contact him for help.

Hm, I'm just offering the help of other people... I wish I had the talent to contribute myself.
  05:46:23  18 April 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---QUOTATION---
Sounds great, I will be watching this mod. Also, take a look at Lucian's random weapons, it allows the NPCs to carry random weapons that you can define, so they will have a chance to carry these new weapons.

Also, for balancing these, PLR seems to be the master at that. So contact him for help.

Hm, I'm just offering the help of other people... I wish I had the talent to contribute myself.
---END QUOTATION---



mattmoto, I just took a look through Lucian's random weapons mod and it is brilliant for this. Thanks for bringing that to my attention.
  06:29:56  18 April 2008
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BAC9-FLCL
Senior Moderator
 

 
On forum: 04/10/2007
Messages: 8995
Please, can you post it to AMK forum too? We need some community activity there )
  06:37:34  18 April 2008
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
That reminds me, I need to finish packaging up my own take on this mod - I used .357 Magnum instead, though, because I'm anticipating the two current attempts at revolvers. (SRP's S&W and f0xhound's Colt Python, to be precise.)

Make sure to give them both realistic damage *and* misfire/degradation numbers. The RL Desert Eagle is notorious among actual gun users for being a rather finicky gun, prone to various malfunctions - average seems to be around 50-100 rounds before you start getting jams and shit. (Then again, they get pretty dirty within that sort of round count anyway. What do you expect?) Then again, I do have to give Magnum Research credit for building a working semi-auto in a magnum revolver caliber. It's great for what it is, no more, no less.
  06:44:43  18 April 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---QUOTATION---
Please, can you post it to AMK forum too? We need some community activity there )
---END QUOTATION---



Stumbling through the registration process as we speak.


---QUOTATION---
Make sure to give them both realistic damage *and* misfire/degradation numbers. The RL Desert Eagle is notorious among actual gun users for being a rather finicky gun, prone to various malfunctions - average seems to be around 50-100 rounds before you start getting jams and shit.
---END QUOTATION---



Will do. I may make them a little more reliable than that, so that using them doesn't become a total exercise in frustration. I'll do some fine detail work tomorrow. And maybe I'll figure out why the full-size BM16 shotgun keeps showing up in inventory as being less powerful and accurate than the sawed-off.
  07:06:29  20 April 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126
Bump with screenies

Inventory view of both DE pistols:
[link]http://i33.photobucket.com/albums/d68/Skullhunter/de_types.jpg[/link]

Inventory view of both types of .44 Magnum ammo:
[link]http://i33.photobucket.com/albums/d68/Skullhunter/44_ammo_types.jpg[/link]

Inventory view of both types of .50 AE ammo:
[link]http://i33.photobucket.com/albums/d68/Skullhunter/50_ammo_types.jpg[/link]

Wolf at the rookie camp with his new toy:
[link]http://i33.photobucket.com/albums/d68/Skullhunter/wolf_saiga.jpg[/link]

Another shot of the Saiga, warning, big image:
[link]http://i33.photobucket.com/albums/d68/Skullhunter/exo_saiga.jpg[/link]
  05:33:36  30 July 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126
Okay, resurrecting this thread because silverpower and I are close to the release of AMK Arsenal 1.0.

Current features:

New weapons - .357 Magnum Desert Eagle, BM16 Standard shotgun, Saiga12c, Modified Saiga12c, FN P90, OTS-33 Pernach, HK MP7A3, TOZ-34 sawn-off, Benelli sawn-off, PP-19 Bizon 9mm Makarov, PP-19 Bizon 9x19mm, Kriss Super V, HK MP5K, MAC-10 9mm, MAC-10 .45 ACP, Mosin Nagant 1891, scoped Mosin Nagant 1891, TMP and AK-47. The BM16 Standard has also been positioned better in the hud so you can't see inside the arms. The vanilla AK-74SU hud model and sounds have been traded out for KingFriday's model and sounds. The AK-47 is using Sickn3ss' realistic texture. The 9mm and .45 ACP MAC-10s have the appropriate markings on their recievers. The suppressor for the MAC-10s and the MP7A3 have been reskinned by me. The AK-74, Abakan and Groza are all using Millenia's skins. The SPAS-12 and USP are using Siro's skins with my bumpmaps. The LR300 has been replaced with the upgraded hud and world model with my fixed bumpmaps.

New ammo - .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, 4x30mm HK, 4x30mm HK HV, 7.62x39mm ball, 7.62x39mm AP, 7.62x54mm SP, 5.7x28mm SS190 and 5.7x28mm SS198.

Varied wallmarks - weapons now leave different sized 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.

PLR's accuracy and damage values - weapons now behave a bit more like they should. Damage, range, speed, accuracy and impact values have been adjusted to get closer to realistic than the vanilla settings. Shotguns no longer behave like sniper rifles while shooting buckshot while being inexplicably inaccurate with slugs and darts.

Repair kits! - Now if your favorite gun is so messed up it might as well be a paperweight, you won't have to slog all the way back to the Bar to get it working again. Buy some from a trader or loot them from the dead (they don't need them as much as you do). To use, figure out which gun you want to fix, equip it, unequip other guns and armor and either double-click the repair kit in your inventory or right-click it and click on "use". Sometimes works on armor too, but I haven't puzzled out exactly how to get it more consistent in repairing armor.

BAC9-FLCL's Cinematic Marked One Face - Marked One's face and PDA icon now look more like the guy in the cutscenes.

Gosuke's SPAS-12 and TOZ-34 with fixed smoothing - self explanatory, now Marked One doesn't look like his hands are made of Legos when he uses these guns.

All new weapons and ammo have been incorporated into mp_ranks.ltx, to prevent one of the more annoying causes of game crashes. They've also been incorporated into the news data, to prevent log spam.

I've also done some general spelling and grammar correction in the news section so there's no more "I saw some stalker I have killed a bandit" and suchlike.

There's also some add-on modules available, the option to use either gosuke's or Zenobian's P90 (gosuke is default), weapon randomization for NPCs, optional disabling of the Controller zombification ability (the cause for a lot of crashes) and various other neat stuff.

And, so you can get a look at some of this stuff in action, I've got a teaser trailer up on Youtube.

[link]http://www.youtube.com/watch?v=DxZXrWgU0v4[/link]

With any luck we'll have this ready for release by the end of the week.
  12:03:44  30 July 2008
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isaac newbie
Senior Resident
 

 
On forum: 04/04/2004
Messages: 631
great update skullhunter

but i do not like the way the mosin jerks out of the scoped view after a shot.
i think it would have been better if nothing happened until the player himself goes out of a zoomed view and that the weapon then gets the next shot ready.
  17:17:19  30 July 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---QUOTATION---
great update skullhunter

but i do not like the way the mosin jerks out of the scoped view after a shot.
i think it would have been better if nothing happened until the player himself goes out of a zoomed view and that the weapon then gets the next shot ready.
---END QUOTATION---



Well, that's easy enough to change if you download gosuke's mod. I think there is an animation more like what you'd want that you can replace the default with.
 
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