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Magazine System Mod

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  11:01:17  19 November 2009
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ThunderFreak
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On forum: 08/07/2009
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Magazine System Mod

I made a new mod for weapons with magazine. You can download in the download section.

The thread should be for discussions on the mod, because the mod is still in beta state and I hope to finalize it with your help and suggestions.

Here is brief description on 'How to use the magazine system'.

How to use the magazine system for weapons in slot 2
----------------------------------------------------

Before you can use your weapon you have to fill the magazines. Therefore open the inventory and right-click on the magazine icons and select use.
This will fill the magazines. The amount of magazines you see in your inventory is depending on how much ammunition you have.
You can carry 6 loaded magazines.
Empty magazines are show in the inventory. Loaded magazines are shown on the HUD.
If a magazine is empty it will be spawned in the inventory if there is still ammunition available.
If you are running out of loaded magazines your weapon will be deactivated and the slot 1 weapon will be activated instead. If there is no weapon in
slot 1 the knife will be activated then.

The current version of the magazine mod is still a beta status and it is not final. I hope to complete the mod with your help.
This mod is for SoC version 1.0004 only.

The magazine system can be used with the original game weapons only. See the listed weapons in the german description.
If you want to use it with an other mod you have to modify the weapons in the corresponding files.
Weapons from the same weapon family are sharing the same magazine icons.

If you find a problem, please report as detailed as possible.
  11:19:21  19 November 2009
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Vintar
a bit of this and a lot of that
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Nice work man. Where did you adapt this from?
  11:21:46  19 November 2009
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ThunderFreak
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There is no adaption. It's all out of my head.
  11:33:14  19 November 2009
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Vintar
a bit of this and a lot of that
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Well if you did all the scripting yourself then its genius. Was just wondering why it mentioned gsc copyright in one of the files mentioning magazine?
  11:42:39  19 November 2009
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ThunderFreak
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Which file do you mean?

Btw, it took me month to come to the beta state.
  12:12:31  19 November 2009
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Vintar
a bit of this and a lot of that
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My bad it was db.script dont get me wrong, i'm not doubting your ability, just wondered if gsc had this in mind and never implemented it and why someone didnt cotton on sooner. Again, nice work man
  12:31:40  19 November 2009
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ThunderFreak
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Yeah, db.script is originally distributed by GSC.

... and thanks.
  16:11:34  19 November 2009
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Steelhawk92
Average Joe - Used to be Jamie1992
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On forum: 03/16/2008
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---QUOTATION---
My bad it was db.script dont get me wrong, i'm not doubting your ability, just wondered if gsc had this in mind and never implemented it and why someone didnt cotton on sooner. Again, nice work man
---END QUOTATION---



This idea has been around for awhile and has been mentioned numerous times, just never made, i for one and glad Thunder decided to take action.
  21:01:54  19 November 2009
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
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On forum: 06/03/2009
Messages: 1710

---QUOTATION---
Magazine System Mod

I made a new mod for weapons with magazine. You can download in the download section.

The thread should be for discussions on the mod, because the mod is still in beta state and I hope to finalize it with your help and suggestions.

Here is brief description on 'How to use the magazine system'.

How to use the magazine system for weapons in slot 2
----------------------------------------------------

Before you can use your weapon you have to fill the magazines. Therefore open the inventory and right-click on the magazine icons and select use.
This will fill the magazines. The amount of magazines you see in your inventory is depending on how much ammunition you have.
You can carry 6 loaded magazines.
Empty magazines are show in the inventory. Loaded magazines are shown on the HUD.
If a magazine is empty it will be spawned in the inventory if there is still ammunition available.
If you are running out of loaded magazines your weapon will be deactivated and the slot 1 weapon will be activated instead. If there is no weapon in
slot 1 the knife will be activated then.

The current version of the magazine mod is still a beta status and it is not final. I hope to complete the mod with your help.
This mod is for SoC version 1.0004 only.

The magazine system can be used with the original game weapons only. See the listed weapons in the german description.
If you want to use it with an other mod you have to modify the weapons in the corresponding files.
Weapons from the same weapon family are sharing the same magazine icons.

If you find a problem, please report as detailed as possible.
---END QUOTATION---



If you run out of ammo, do the magazines disappear from your inventory completely...?? Or are they just inactive in your inventory??

Last question Any chance of getting the mod running on 1.0005??
  01:49:02  20 November 2009
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MeanderingBeing
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On forum: 07/31/2008
Messages: 762

---QUOTATION---
Magazine System Mod

I made a new mod for weapons with magazine. You can download in the download section.

The thread should be for discussions on the mod, because the mod is still in beta state and I hope to finalize it with your help and suggestions.

Here is brief description on 'How to use the magazine system'.

How to use the magazine system for weapons in slot 2
----------------------------------------------------

Before you can use your weapon you have to fill the magazines. Therefore open the inventory and right-click on the magazine icons and select use.
This will fill the magazines. The amount of magazines you see in your inventory is depending on how much ammunition you have.
You can carry 6 loaded magazines.
Empty magazines are show in the inventory. Loaded magazines are shown on the HUD.
If a magazine is empty it will be spawned in the inventory if there is still ammunition available.
If you are running out of loaded magazines your weapon will be deactivated and the slot 1 weapon will be activated instead. If there is no weapon in
slot 1 the knife will be activated then.

The current version of the magazine mod is still a beta status and it is not final. I hope to complete the mod with your help.
This mod is for SoC version 1.0004 only.

The magazine system can be used with the original game weapons only. See the listed weapons in the german description.
If you want to use it with an other mod you have to modify the weapons in the corresponding files.
Weapons from the same weapon family are sharing the same magazine icons.

If you find a problem, please report as detailed as possible.

If you run out of ammo, do the magazines disappear from your inventory completely...?? Or are they just inactive in your inventory??

Last question Any chance of getting the mod running on 1.0005??
---END QUOTATION---



What he said

Good work man... any chance I can convince you to let me bogart this for my RFP mod? (Yes, I am working on it AGAIN) You will get full credit of course...
  03:29:43  20 November 2009
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ThunderFreak
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@LoboTheMan: If you have no ammo at all the magazine icons are disappearing from the inventory. This I made only to prevent from clicking on them when you out of ammo. Try to get it running under 1.0005.

@MeanderingBeing: You can use it. No problem. But the mod is still in beta state, because there are still some minor issues I have to find with your help.
  03:52:36  20 November 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
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Awesome . . . I've been waiting a long while for such a mod . . . I knew of a user over at ZSG who had planned similar work, but we've heard nichevo on it's status . . .

I'll take a look at it - I'd be very interested in possibly incorporating it into FS
  06:37:44  20 November 2009
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MeanderingBeing
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On forum: 07/31/2008
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---QUOTATION---
@MeanderingBeing: You can use it. No problem. But the mod is still in beta state, because there are still some minor issues I have to find with your help.
---END QUOTATION---



THanks! What kind of problems are you having? Do you need a bug tester or something?
  07:41:13  20 November 2009
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ThunderFreak
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On forum: 08/07/2009
 

Message edited by:
ThunderFreak
11/20/2009 7:41:37
Messages: 685
@MeanderingBeing: If you want to test it, please feel free.
For instance, a minor issue for me is, if there is a problem with the icons displaying on the HUD or wrong number of icons spawned in the inventory. These kind of issues I mean. I don't have the time to check all of this because I am very busy in scripting for the new Invasion Mod. Yes, I am helping Atonium2027 creating his new Mod.
Again, it would be nice from you and everyone else helping me to test to find all problems.
  12:10:03  20 November 2009
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MeanderingBeing
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On forum: 07/31/2008
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---QUOTATION---
@MeanderingBeing: If you want to test it, please feel free.
For instance, a minor issue for me is, if there is a problem with the icons displaying on the HUD or wrong number of icons spawned in the inventory. These kind of issues I mean. I don't have the time to check all of this because I am very busy in scripting for the new Invasion Mod. Yes, I am helping Atonium2027 creating his new Mod.
Again, it would be nice from you and everyone else helping me to test to find all problems.
---END QUOTATION---



Alright, I'll glady help out. I'll download tomorrow after work and, well, get to work with your mod!

Just out of curiousity, how hard would it be to add this script to, oh say, about 200(?) different guns?

And what would I have to do to get this to work fo 1.005? (Asking anyone with this one)
  12:36:36  20 November 2009
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ThunderFreak
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On forum: 08/07/2009
 

Message edited by:
ThunderFreak
11/20/2009 12:38:50
Messages: 685
For 1.0005 I don't know, because I am using version 1.0004 still.

To add more weapons is not so hard. There is a ltx file under config\misc with the name magazine.ltx. Just add the weapons there like
barett = "barett_mk1", "barett_mk2" and so on.
The first value is the name of the icon used for the magazines and the second value is the assigned weapon to that icon.
In the 'item.ltx' you have to add the icon positions for the inventory.
Under config\ui there is the file ui_custom_msgs.xml for the HUD postions.

That is all you have to do. It is not necessary to go into the script code.

New magazine icons you can add in the ui_icon_equipment.dds for the inventory and in ui_icon_magazines.dds for the HUD.
  03:29:03  21 November 2009
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stooe
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On forum: 06/02/2009
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you ought to incorperate this into Call of Pripyat as well
  10:47:41  21 November 2009
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MeanderingBeing
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On forum: 07/31/2008
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I have a question for you, man.
Suppose I asked you to create more ammo types for AKs. To be specific, the 7.62x39mm M43... Then asked you to script the weapon files so that, for example, when firing a suppressed AK-47 with standard ammunition the gun would still be quite loud (kinda like it is in Arsenal, actually), but when firing specialized low velocity ammunition the gun would be significantly more quiet, but more innacurate than just firing standard rounds through a suppressor (which already decreases accuracy). Would you be able to write up such a script, after you're finished with this project?

I only ask because I have been formulating plans for a massive weapon overhaul mod, but haven't had the skills to actually implement it... and this would be a great step forward in making a "Gun Realism" mod us PC gamers deserve!

Anyways, I downloaded your mod, but haven't had the chance to try it out yet. Imma working 50+ hours a week now, so its hard to find time to do more than surf te web for a couple of minute then go to sleep. I'll hopefully be off tomorrow, so I'll give it a shot then and give ya some feedback!
  17:08:56  21 November 2009
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matsuda_sempai
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On forum: 08/07/2009
Messages: 53
I was thinking of that too but I was thinking of arsenal mod 1.2 you could remove the clips from a diffrent gun like if you have a ak74u and another gun that uses the same clip like a ak74 you could remove the ak74u clip and you would have 2 clips also if you could get an animator to make it when you load the bullets in it would show marked ones hand putting the bullets in.

just a thought
  17:34:44  21 November 2009
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wolfstriked
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On forum: 11/02/2008
Messages: 283
Make loading mags a bitch.You have to click the ammo box and drag over the mag you wanna fill........one freaking bullet at a time!!!

Make only mags that are in belt work.
  02:58:40  23 November 2009
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ThunderFreak
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I made it a little bit easier. Just right-click at the magazine icon and select use. This will fill the magazine and not bullet by bullet.

@MeanderBeing: This kind of modification you have to do in the weapon ltx files. To add weapons you have to edit the weapons.ltx and add your weapon ltx files there.
  03:19:34  23 November 2009
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stooe
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is this compatable with LURK?
  04:05:37  23 November 2009
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wolfstriked
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On forum: 11/02/2008
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Thunder is it possible to have a hotkey to fill magazines with a realistic time frame for it to be done.....probably asking too much.

And as someone pointed out it would be sweet if one of the resident animators could work some magic....would love to see the player actually adding bullets like with the Mosin Nagant.
  04:37:50  23 November 2009
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ThunderFreak
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On forum: 08/07/2009
 

Message edited by:
ThunderFreak
11/23/2009 4:43:24
Messages: 685
I don't have an animation for the magazine refill. Maybe someone can do it. This would be very appreciated.
What I am also thinking of is to have a menu on the HUD to right-click and fill the magazines. Currently I don't know if this would be possible.
A time frame can be added. This is not a problem.
A hotkey makes sense only if there would be an animation.

Besides, if there is someone here to develop further on the magazine system feel free to do. Credits will also go to him or them.

@stooe: Should be compatible. But if there are additional weapons you have to add them.
  07:26:35  23 November 2009
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DeltaForce95
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On forum: 12/22/2008
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---QUOTATION---
I don't have an animation for the magazine refill. Maybe someone can do it. This would be very appreciated.
What I am also thinking of is to have a menu on the HUD to right-click and fill the magazines. Currently I don't know if this would be possible.
A time frame can be added. This is not a problem.
A hotkey makes sense only if there would be an animation.

Besides, if there is someone here to develop further on the magazine system feel free to do. Credits will also go to him or them.

@stooe: Should be compatible. But if there are additional weapons you have to add them.
---END QUOTATION---



There are, alot of them, I asked holden about it, he said he'd have to rework the entire thing, but I think I was convincing
  07:28:48  23 November 2009
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ThunderFreak
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Would be nice to have a reload animation. Thanks, DeltaFart95, for asking.
  08:28:26  23 November 2009
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
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You could always just use the reload anima tion thats already present for each weapon. @thunder, a menu is possible, why dont you download my salvage mod 2.0 and use that as a base.
  08:39:53  23 November 2009
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ThunderFreak
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Good idea. Why not?
  10:15:00  23 November 2009
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
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---QUOTATION---
Good idea. Why not?
---END QUOTATION---



Yeah, would save alot of time.

Just shout if you have any questions, but the files are pretty much straight forward as you will see
  10:53:52  23 November 2009
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ThunderFreak
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I took a look already on your files.

The funny thing is, I made also a repair system, exclusively for the new Invasion Mod 1.4, and my repair system looks similar to yours.
I have had the idea to use other weapons for repairing my weapon. Therefore I created weapon families. That means you can use a AK74u to repair a AK74 and so on.
  11:22:02  23 November 2009
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Vintar
a bit of this and a lot of that
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Yep, i had the weapon families in mind too but was too lazy to implement it . I think that unique weapons should be excluded though.
  11:46:14  23 November 2009
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ThunderFreak
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On forum: 08/07/2009
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I have them included too.
  12:44:49  23 November 2009
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Nuor
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On forum: 03/10/2009
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I merged this into a version of 1.05 and it seems to work. I'll test it a bit later. My initial short trial was a bit awkward; with my first attempts the clip didn't always seem to load as I expected.
  16:00:16  23 November 2009
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
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On forum: 06/03/2009
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A reload animation of the mags, would be tedious to look at after a while.
Reloading 6 or more mags in real life is boring work, no need to do that in the game.

I think that the right-click, and reload in the inventory, is much better. No need for ultra realism. Thats why we don't have a go to the toilet option in the game (with sound).
  17:18:59  23 November 2009
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stooe
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On forum: 06/02/2009
 

Message edited by:
stooe
11/23/2009 17:33:11
Messages: 655
disagreed

loading up magazines bullet after bullet is apart of the battle.. you can't just skip a step.. otherwise you would reload like Ultra-violet

Ultra-Violet:

http://www.youtube.com/watch?v=_OT1gcO2urM

@ThunderFreak

I really like the thought that was put into this mod, it brings a whole lot of atmosphere to the game. goodjob
  17:38:23  23 November 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
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I had merged it over to 1.05 and seems to work alright so far.

Question . . . any chance of including all weapons, like pistols?
  18:40:34  23 November 2009
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Lijenstina
Doom metal in the shade of the flying radiators
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Yeah all is swell in real life. Oh wait...
  20:15:43  23 November 2009
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wolfstriked
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On forum: 11/02/2008
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The reload animation already in stalker is just the player removing mag and placing back in weapon though.Am I missing something here?I think that watching the player actually load say 20 bullets into a mag would look excellent!
  20:31:22  23 November 2009
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yagoo
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On forum: 10/04/2008
Messages: 224
Man,you made a dream come true for me!
Can I try to merge this with Arsenal MOD and mess about with the script to see what I could help with?

Btw,why is it necessary to make mags disappear when you're out of ammo?
  23:34:24  23 November 2009
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
Messages: 6349

---QUOTATION---
The reload animation already in stalker is just the player removing mag and placing back in weapon though.Am I missing something here?I think that watching the player actually load say 20 bullets into a mag would look excellent!
---END QUOTATION---

maybe the first two times then its just a PITA
  23:37:37  23 November 2009
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wolfstriked
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On forum: 11/02/2008
 

Message edited by:
wolfstriked
11/23/2009 23:38:33
Messages: 283

---QUOTATION---
The reload animation already in stalker is just the player removing mag and placing back in weapon though.Am I missing something here?I think that watching the player actually load say 20 bullets into a mag would look excellent!maybe the first two times then its just a PITA
---END QUOTATION---



Hehe so my suggestion of one bullet at a time doesn't sit well with you?Loading the Bizon's 60 bullet magazine is what I call a fun time!But would suck for the people with only say one hour to play Stalker.
  02:36:06  24 November 2009
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ThunderFreak
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On forum: 08/07/2009
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Currently this mod is for weapons in slot 2 only. I will extend to slot 1 weapons as soon as I know this mod is working proberly.

@yagoo: No, it is not necessary to make the mags disappear when you out of ammo.

@LoboTheMan: Let's see if I can develop a Mod with a toilet feature.

@All: If someone finds a problem in the code and knows how to fix it, feel free to do the changes, but keep me in the loop.
  02:44:45  24 November 2009
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Florence
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On forum: 07/19/2007
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There are anims of stalkers doing their business fyi, so a toilet mod could be done no problem, just add a routine to the AI.
  03:09:06  24 November 2009
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Nuor
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On forum: 03/10/2009
Messages: 735
1) I tested this a bit more and it seems to work so far. The mechanics strike me as unintuitive, but to be fair given the game engine choices available I can't think of a simple method. I introduced a new magazine to supply a weapon system I have created and it seemed to work fine, like the originals.

2) I spawn a weapon. The weapon is spawned with ammo but without a magazine and as a result can not be unstrapped. I can unload the weapon which then creates a magazine which can then be used at which point I reload the weapon and it seems to work. This can become confusing when switching between weapons that use the same ammo and different magazines. I'm curious if similar behavior will result from picking up npc weapons.

I'll try and get some real play time invested with it before I decide whether (for me) the realism is worth the overhead. Complaints aside it's a good job. Thank you for your efforts.
  03:23:09  24 November 2009
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ThunderFreak
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On forum: 08/07/2009
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Maybe it is a little bit circumstantial to handle it. My thoughts behind are when you get a new weapon (bought or found) the first thing you have to do is to check for the ammo. This is why you can't unstrap before checking the ammo.
On the other side I don't know how to get around the 'R' key for reloading. To make sure that the weapon can be used only with loaded magazines I deactivate a new weapon first.

If someone knows how to supress the 'R' key before loaded magazines are available, give me that hind.
  07:30:47  24 November 2009
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
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---QUOTATION---
Maybe it is a little bit circumstantial to handle it. My thoughts behind are when you get a new weapon (bought or found) the first thing you have to do is to check for the ammo. This is why you can't unstrap before checking the ammo.
On the other side I don't know how to get around the 'R' key for reloading. To make sure that the weapon can be used only with loaded magazines I deactivate a new weapon first.

If someone knows how to supress the 'R' key before loaded magazines are available, give me that hind.
---END QUOTATION---

maybe you should unload a weapon when you first equip it. Check the unload_mag(weap) script that barin wrote for my salvage mod.
  07:45:34  24 November 2009
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ThunderFreak
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On forum: 08/07/2009
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Sounds like a good idea.
  08:26:16  24 November 2009
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
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You will obviously have to have a condition that the weapon actually has ammo first or you will have a continuous loop unloading the mag as soon as you load it
  09:15:59  24 November 2009
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ThunderFreak
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On forum: 08/07/2009
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I don't think this will be a big issue, because a new weapon will be first detected thru the 'on_item_take(item)' function in bind_stalker. Should be enough when I add this function to unload the weapon to my own 'on_item_take' function.
  09:35:12  24 November 2009
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
 

Message edited by:
Vintar
11/24/2009 9:36:29
Messages: 6349
Yes thats perfect edit: what about the pistol from wolf ?
  10:23:50  24 November 2009
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
Pistols are slot 1. The Mod is currently using wweapons in slot 2 only. Later I will include also slot 1 weapons.
  10:49:13  24 November 2009
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
Messages: 6349

---QUOTATION---
Pistols are slot 1. The Mod is currently using wweapons in slot 2 only. Later I will include also slot 1 weapons.
---END QUOTATION---

yes, sorry, i was refering to when you include slot 1. Maybe make wolfs "gifts" appear in the blue box near him then include condition in take from box in bind stalker.
  04:11:56  28 November 2009
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
Started to develop improvements for the magazine system.

What I want to improve:
- easier handling
- add a GUI
- simplifying the data tables

What I currently don't know, how the GUI should look like and what functionality should be added. Is it possible to choose the ammo type without using the 'Z' or 'Y' (on english keyboards) key?
I will continue with weapons in slot 2 only. Slot 1 weapons will be a future upgrade.
  09:43:53  28 November 2009
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
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Do you mean choose another key or change via script?
  14:05:29  29 November 2009
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ThunderFreak
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On forum: 08/07/2009
 

Message edited by:
ThunderFreak
11/29/2009 14:07:10
Messages: 685
I mean to block the 'Z' or 'Y' key until loaded magazines are available.
This should work also for the 'R' key so no reload is possible until magazines are available.

Or is there a way to assign the ammo type to a weapon by script? Normally the ammo type is assigned by pressing the 'Z' or 'Y' key.
  14:34:34  29 November 2009
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
Messages: 6349

---QUOTATION---
I mean to block the 'Z' or 'Y' key until loaded magazines are available.
This should work also for the 'R' key so no reload is possible until magazines are available.
---END QUOTATION---

I dont really know how to do this.


---QUOTATION---
Or is there a way to assign the ammo type to a weapon by script? Normally the ammo type is assigned by pressing the 'Z' or 'Y' key.
---END QUOTATION---

this scenario even has barin stumped. I asked him to try this before. I'm sure he would find a solution if he had more time though. He did think it would involve switching the weapon offline then changing ammo then switching online again.
  14:43:20  29 November 2009
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
Messages: 6349
Just thought of a possible cheat. You could add to bind_stalker update to check for magazines and if there arent any then get_console and unbind the keys from those actions then bind keys again when magazine is available
  02:32:19  30 November 2009
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ThunderFreak
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On forum: 08/07/2009
 

Message edited by:
ThunderFreak
11/30/2009 2:33:05
Messages: 685
This sounds like a good idea. I will check it out.

To assign ammo to a weapon I have a function, but this function is not working proberly. As soon as I assign ammo with that function nothing will be spawned in the inventory anymore.
Maybe you are right, Vintar. Switching the weapon offline and back online after assigning ammo can work. I check this out too.
  22:43:13  30 November 2009
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yagoo
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On forum: 10/04/2008
Messages: 224
Just as a thought,magazines should be placed in the belt in order to be used,like ammo in older builds of Stalker.
  15:07:23  1 December 2009
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Kaine
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On forum: 04/05/2007
Messages: 354

---QUOTATION---
Just as a thought,magazines should be placed in the belt in order to be used,like ammo in older builds of Stalker.
---END QUOTATION---



This.
  16:34:31  1 December 2009
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maxfu
Max Fu
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On forum: 10/22/2007
Messages: 282
Hi, I found a bug I think in the file mag_sys.script. The line 156, should the variable weapon_inactive be wp_inactive. I didn't find any other place in that file where weapon_inactive is called .


---QUOTATION---
Magazine System Mod

I made a new mod for weapons with magazine. You can download in the download section.

The thread should be for discussions on the mod, because the mod is still in beta state and I hope to finalize it with your help and suggestions.

Here is brief description on 'How to use the magazine system'.

How to use the magazine system for weapons in slot 2
----------------------------------------------------

Before you can use your weapon you have to fill the magazines. Therefore open the inventory and right-click on the magazine icons and select use.
This will fill the magazines. The amount of magazines you see in your inventory is depending on how much ammunition you have.
You can carry 6 loaded magazines.
Empty magazines are show in the inventory. Loaded magazines are shown on the HUD.
If a magazine is empty it will be spawned in the inventory if there is still ammunition available.
If you are running out of loaded magazines your weapon will be deactivated and the slot 1 weapon will be activated instead. If there is no weapon in
slot 1 the knife will be activated then.

The current version of the magazine mod is still a beta status and it is not final. I hope to complete the mod with your help.
This mod is for SoC version 1.0004 only.

The magazine system can be used with the original game weapons only. See the listed weapons in the german description.
If you want to use it with an other mod you have to modify the weapons in the corresponding files.
Weapons from the same weapon family are sharing the same magazine icons.

If you find a problem, please report as detailed as possible.
---END QUOTATION---

  17:06:11  1 December 2009
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llama man
Llamanized metalheadstalker
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On forum: 04/29/2008
Messages: 1424
Here's another way of doing all this:

Have a fastloader in the inventory that you can fill by just rightclicking and choosing fill. Then you can use that fastloader to load one bullet at a time with an animation, that way you can just watch the character click bullets into the mag until its full. Takes WAY less time than by putting one bullet in by hand, and it works in battles.

http://media.photobucket.com/image/airsoft%20loader/shakyjake66/airsoft/loader2.jpg
  18:31:02  1 December 2009
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Kaine
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On forum: 04/05/2007
Messages: 354
I'm really not sure why you linked to an airsoft fastloader there. Has no relevance whatsoever, unless you're making some kind of airsoft mod... The operation or look of it wouldn't even be anything like one used for real rounds/magazines.

After quick google I can't find any such devices, have you got a link to something more relevant?
  23:43:13  1 December 2009
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llama man
Llamanized metalheadstalker
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On forum: 04/29/2008
Messages: 1424
Doesnt have to look like that at all, just some gadget to quickly fill the mags... I've no idea how weapons work, but basically its just a box with a spring right?

It could look like this http://img39.imagefra.me/img/img39/1/12/1/f_g5ef37wgxhqm_a9771be.png

Seriously there must be SOME kind of speedloader?
  23:52:26  1 December 2009
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stooe
Who?
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On forum: 06/02/2009
Messages: 655

---QUOTATION---
I'm really not sure why you linked to an airsoft fastloader there. Has no relevance whatsoever, unless you're making some kind of airsoft mod... The operation or look of it wouldn't even be anything like one used for real rounds/magazines.

After quick google I can't find any such devices, have you got a link to something more relevant?
---END QUOTATION---



lol way to shoot down the man.

I thought it was a pretty good idea
  02:44:14  2 December 2009
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ThunderFreak
Senior Resident
 

 
On forum: 08/07/2009
Messages: 685

---QUOTATION---
Hi, I found a bug I think in the file mag_sys.script. The line 156, should the variable weapon_inactive be wp_inactive. I didn't find any other place in that file where weapon_inactive is called .

Magazine System Mod

I made a new mod for weapons with magazine. You can download in the download section.

The thread should be for discussions on the mod, because the mod is still in beta state and I hope to finalize it with your help and suggestions.

Here is brief description on 'How to use the magazine system'.

How to use the magazine system for weapons in slot 2
----------------------------------------------------

Before you can use your weapon you have to fill the magazines. Therefore open the inventory and right-click on the magazine icons and select use.
This will fill the magazines. The amount of magazines you see in your inventory is depending on how much ammunition you have.
You can carry 6 loaded magazines.
Empty magazines are show in the inventory. Loaded magazines are shown on the HUD.
If a magazine is empty it will be spawned in the inventory if there is still ammunition available.
If you are running out of loaded magazines your weapon will be deactivated and the slot 1 weapon will be activated instead. If there is no weapon in
slot 1 the knife will be activated then.

The current version of the magazine mod is still a beta status and it is not final. I hope to complete the mod with your help.
This mod is for SoC version 1.0004 only.

The magazine system can be used with the original game weapons only. See the listed weapons in the german description.
If you want to use it with an other mod you have to modify the weapons in the corresponding files.
Weapons from the same weapon family are sharing the same magazine icons.

If you find a problem, please report as detailed as possible.
---END QUOTATION---



You right. The variable name has to be wp_inactive.

Thanks!
  11:06:27  2 December 2009
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Kaine
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On forum: 04/05/2007
Messages: 354

---QUOTATION---
lol way to shoot down the man.

I thought it was a pretty good idea
---END QUOTATION---



Oh I agree, I think it's a great idea when I thought such a device existed. Unfortunately I can't find any precedent for it. Making a device that could handle multiple sized magazines and/or rounds would have it's complications. I think fastloaders for particular magazine types do exist (like the Calico helical magazines).

There are also fastloader magazines that slide open to allow easy reloading, then lock closed for use. A bit more research is probably in order.
  11:26:52  2 December 2009
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llama man
Llamanized metalheadstalker
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On forum: 04/29/2008
Messages: 1424

---QUOTATION---
lol way to shoot down the man.

I thought it was a pretty good idea

Oh I agree, I think it's a great idea when I thought such a device existed. Unfortunately I can't find any precedent for it. Making a device that could handle multiple sized magazines and/or rounds would have it's complications. I think fastloaders for particular magazine types do exist (like the Calico helical magazines).

There are also fastloader magazines that slide open to allow easy reloading, then lock closed for use. A bit more research is probably in order.
---END QUOTATION---



Meeeh! Does it need to exist in real life? Such a device would work, but it would have its complications yes, such as different sized magazines and so, but all that has solutions too. Just make it a little computer, and let the user set the size of the bullet and the computer will adjust the loading mechanism so that it will fit the bullet you want. Sliding walls inside the device would work.

Or you could just ditch the idea...
  12:40:38  2 December 2009
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smithy0
(Senior)
 
On forum: 04/04/2009
 

Message edited by:
smithy0
12/02/2009 13:18:50
Messages: 60

---QUOTATION---
Seriously there must be SOME kind of speedloader?
---END QUOTATION---



There you go, there are several different designs for different environments/user groups/countries but the basic principle is a hollow plastic magazine sized clip which can be filled with pre-loaded stripper clips containing rounds of the appropriate calibre which are pushed into the magazine loader before fitting it to the top of your empty magazine, then pushed down into the magazine, allowing you to load anything up to 30 rounds in about 2.5 seconds (from my experience with STANAG magazines anyway). Most magazine loaders take 10 rounds, some larger capacities ara available though.

Btw, does this mean I've shot down Kaine?

[link]http://www.impactguns.com/store/BETA-LCMS10.html[/link]

EDIT: Most magazines are of a standardised size, so *almost all* 5.56mm mag loaders will fit STANAG magazines, *almost all* 5.45mm mag loaders will fit *almost all* 5.45mm magazines. Same for 7.62 Short, 7.62 NATO, 7.62 Soviet (you'd think 7.62mm was some kind of a popular calibre...), 9x19 Parabellum, 9x18 Makarov etc. etc.
  01:00:25  3 December 2009
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MeanderingBeing
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On forum: 07/31/2008
Messages: 762
Dude, sorry about not replying earlier. Slow season for construction has hit, so I am out of a job for the moment, and have been very busy job hunting. I will get back to ye when I get the time, man!
  01:25:42  3 December 2009
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angrydog
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On forum: 09/01/2009
 

Message edited by:
angrydog
12/03/2009 1:40:46
Messages: 3341

---QUOTATION---
lol way to shoot down the man.

I thought it was a pretty good idea

Oh I agree, I think it's a great idea when I thought such a device existed. Unfortunately I can't find any precedent for it. Making a device that could handle multiple sized magazines and/or rounds would have it's complications. I think fastloaders for particular magazine types do exist (like the Calico helical magazines).

There are also fastloader magazines that slide open to allow easy reloading, then lock closed for use. A bit more research is probably in order.
---END QUOTATION---



check out this:
http://www.uniquetek.com/site/696296/product/T1294

http://www.uniquetek.com/site/696296/product/T1293

maybe you could use this as a template. anyway should give you an idea of how they work and what it looks like
  02:50:22  8 December 2009
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strange_aeons
(Senior)
 
On forum: 10/14/2008
Messages: 69
i love the idea of a magazine system and that thought about it many times while playing, wishing it was already built into the game kinda like Rogue Spear, SWAT 4 or Battlefield 2. its like all those times you see someone reloading every 2 seconds because they fired one or two shots is really annoying and wouldnt happen in the real world.

fast loader idea seems pointless to me because you still have to load the fastloader and i think the idea is to have you doing your mag loading before and after battle. using a fast loader to fill mags AFTER combat seems to defeat the purpose of the fast loader and the idea of the mod.

is there a way to force NPCs to have mags too? its annoying that they just get unlimited ammo and happen to have only a handful of ammo when you kill them.
  05:00:34  8 December 2009
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ThunderFreak
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On forum: 08/07/2009
Messages: 685

---QUOTATION---
is there a way to force NPCs to have mags too? its annoying that they just get unlimited ammo and happen to have only a handful of ammo when you kill them.
---END QUOTATION---



This is a good idea. Let me think about it how I can realize it.
  17:18:05  8 December 2009
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llama man
Llamanized metalheadstalker
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On forum: 04/29/2008
Messages: 1424

---QUOTATION---
fast loader idea seems pointless to me because you still have to load the fastloader and i think the idea is to have you doing your mag loading before and after battle. using a fast loader to fill mags AFTER combat seems to defeat the purpose of the fast loader and the idea of the mod.
---END QUOTATION---




Nah, he could use the fastloader all the time, no need to fill it, no need to even display it in the inventory. Putting one bullet at a time in a magazine will get boring too fast, so lets just speed it up a little. It works in combat as well, which one-bullet-at-a-time wont.
  20:48:06  8 December 2009
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wolfstriked
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On forum: 11/02/2008
Messages: 283
Will corpses have mags instead of ammo boxes?Be kool if you could click to unload enemy mags while they are still in their inventory.Then when in yours you can pick up the ammo box and place over the magazine in your inventory to fill them.

Also,will the mod fix a jam by pressing R but not add any bullets?
  21:07:10  8 December 2009
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LazyAmerican
(Senior)
 
On forum: 09/08/2008
Messages: 91
This idea is godly...it needs to somehow get incorporated into the supermod pack or at least be able to be used with Arsenal guns.
  22:29:52  8 December 2009
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Nuor
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On forum: 03/10/2009
 

Message edited by:
Nuor
12/08/2009 22:31:52
Messages: 735

---QUOTATION---
This idea is godly...it needs to somehow get incorporated into the supermod pack or at least be able to be used with Arsenal guns.
---END QUOTATION---



I've added this to my SmP for purposes of testing but it will require some effort to fully introduce it. I've had some other compatibility problems also so I'll wait for a final concept before I put serious effort into attempting a merge.
  02:51:16  9 December 2009
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
@Nuor: What exactly do you mean with 'fully introduce'?
@LazyAmerican: You can use the mod together with the Arsenal weapons. The only thing you have to do is to add the Arsenal weapons to the magazin.ltx file. If you have also new magazines then you have to add them to the ui_custom_msgs.xml and ui_icon_magazines.dds.

For npcs to use mags is a very good idea. I will think about it.
  03:08:04  9 December 2009
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Nuor
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On forum: 03/10/2009
Messages: 735

---QUOTATION---
@Nuor: What exactly do you mean with 'fully introduce'?

For npcs to use mags is a very good idea. I will think about it.
---END QUOTATION---



Thunderfreak : I mean I'm not going to make all of the extra ammo variations that SmP/Arsenal uses. I don't use the great bulk of them anyhow. I did make a couple more mag variations so I it would cover one of my personal mods. I'm having some occasional conflicts with my SmP install so I don't want to spend too much time trouble shooting while you are still working through feature layout.
  05:55:25  9 December 2009
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ThunderFreak
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On forum: 08/07/2009
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Currently I try to improve the mod a little bit for easier handling for the player.
  03:25:46  12 December 2009
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strange_aeons
(Senior)
 
On forum: 10/14/2008
Messages: 69

---QUOTATION---
is there a way to force NPCs to have mags too? its annoying that they just get unlimited ammo and happen to have only a handful of ammo when you kill them.

This is a good idea. Let me think about it how I can realize it.
---END QUOTATION---



good luck with it, it would be nice to have NPCs doing mags also.



---QUOTATION---
Nah, he could use the fastloader all the time, no need to fill it, no need to even display it in the inventory. Putting one bullet at a time in a magazine will get boring too fast, so lets just speed it up a little. It works in combat as well, which one-bullet-at-a-time wont.
---END QUOTATION---



if you have the animation loading 30 bullets into a mag, yes it would be boring. but what if it wasnt the complete 30 bullets? showing a 8 bullets loading animation for all guns wouldnt be too long to make it boring, but not instantaneous either. 8 bullets because i think you wouldnt want to have any more than what a pistol can hold. the idea is to show that some loading is happening without showing it all.
  02:41:11  14 December 2009
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
I already made a kind of animation for the magazine loading by script.
It is in the Windows Copy function style. That means, the bullets coming out of the box, moving into the magazine. Like Microsoft is doing when you copying files.
The function can be aborted by pressing 'ESC' any time.
  10:33:44  14 December 2009
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Kaine
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On forum: 04/05/2007
Messages: 354
I like it! When you abort it, does it stop loading ammo? Could I start loading a magazine, then abort after 10 rounds to make a 10-round magazine?

Could you make magazines an item you need to buy/find?
What about unloading a magazine?
Is there 1 generic magazine for all weapons? Can this be changed to have different magazine types, or even multiple mag types per weapon type? I'd actually like the option of 10-round STANAG mags like the old M16 ones, they make more sense to me for using in weapons with scopes.
  10:49:38  14 December 2009
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
When you stop the animation, the animation will be stopped only.

Each weapon is having their own magazine icon. I did not make multiple ma gtypes per weapon. I am referring to the related weapon LTX file to get the magazine capazity. But what you can do is, to created a new LTX file to use a different mag capazity.
In the current version of this mod you cannot unload the magazines.

As first I will get the mod running proberly. There are still some issues to fix.
Then I will enhance it to find/buy magazines and also for the npcs to use magazines.
  06:00:58  16 December 2009
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Drill
(Senior)
 
On forum: 08/02/2009
 

Message edited by:
Drill
12/16/2009 6:01:29
Messages: 50
When pistols are eventually implemented into this mod, would it be possible to display the magazine in the player's left hand? Equipping a magazine could possibly increase reload speed but reduce accuracy.
http://img695.imageshack.us/img695/5288/0295.jpg
http://img33.imageshack.us/img33/3408/0325.jpg
One of the builds from 2002 had this if I'm not mistaken.
  07:24:19  16 December 2009
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ThunderFreak
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On forum: 08/07/2009
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I don't know yet when I will implement the pistols.
  07:27:27  21 December 2009
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
I made a clip showing the Magazine System and how to use it.

This clip is actually from the new Invasion Mod. This mod is also using the Magazine system and other features.

Link: http://www.youtube.com/watch?v=8QoHjG3DBcQ
  03:48:46  11 June 2010
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ThunderFreak
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On forum: 08/07/2009
 

Message edited by:
ThunderFreak
06/11/2010 3:50:10
Messages: 685
Magazine System Mod V2.0

Bringing my old Magazine System Thread back to life.

I updated my Magazine System in the download section already, but I totally forgot I created also a discussion thread.

The Magazine Mod is completely reworked.
- Most of the functions are scripted completely new.
- Added a GUI for ammo selection
- Added a Magazine Load animation

I consider this Mod still as Beta, because I am not sure if I could eliminate all bugs. Anyway, the last couple of weaks the mod was running without any CTD even together with the new Invasion Mod 1.4 (not released yet).
  09:59:25  9 November 2010
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Racemate
Loner
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On forum: 02/11/2009
 

Message edited by:
Racemate
11/10/2010 6:55:24
Messages: 1254
Maybe, it'll be useful, Russians are trying to make a similar mod:
http://www.amk-team.ru/forum/index.php?showtopic=10356
  17:54:45  9 November 2010
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
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On forum: 06/03/2009
Messages: 1710

---QUOTATION---
Magazine System Mod V2.0

Bringing my old Magazine System Thread back to life.

I updated my Magazine System in the download section already, but I totally forgot I created also a discussion thread.

The Magazine Mod is completely reworked.
- Most of the functions are scripted completely new.
- Added a GUI for ammo selection
- Added a Magazine Load animation

I consider this Mod still as Beta, because I am not sure if I could eliminate all bugs. Anyway, the last couple of weaks the mod was running without any CTD even together with the new Invasion Mod 1.4 (not released yet).
---END QUOTATION---




Is it for 1.0004 or patch 1.0005 ??
  02:37:38  10 November 2010
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
It is for 1.0004, but you can give it a try on 1.0005. I didn't use any special features from the other version if there any.

The last couple of weeks I was developing some new features and tested them together with the mag system. There was no ctd nor another problem logged in the log file.

Therefore I would say the mag system is not longer beta.
  06:55:53  10 November 2010
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Racemate
Loner
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On forum: 02/11/2009
Messages: 1254

---QUOTATION---
Therefore I would say the mag system is not longer beta.
---END QUOTATION---


It's nice. Is there any progress with using slot one?
  10:21:50  10 November 2010
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
No, not at the moment. I am a bit busy with family life.
  22:37:56  10 November 2010
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Racemate
Loner
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On forum: 02/11/2009
 

Message edited by:
Racemate
11/10/2010 22:40:35
Messages: 1254
ThunderFreak,
Russians are trying to merge your Mod with their Genesis Mod, but experience a crash. Since I offered your Mod to them they asked me whether you could help with this:

Expression : fatal error
Function : CScriptEngine::lua_error
File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
Line : 73
Description : <no expression>
Arguments : LUA error: ... shadow of chernobyl\gamedata\scripts\mag_sys.script:68: attempt to compare nil with number
  04:18:31  11 November 2010
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
Hmmm ... strange. It looks like the table is not initialized.

I look into it.
  14:00:31  11 November 2010
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
Messages: 6349
Hey thunder, good to see your work being recognised

Hope all is well with your family.
  02:28:54  12 November 2010
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ThunderFreak
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On forum: 08/07/2009
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Thanks, Vintar. Baby is developing well.

What about your baby?
  02:45:50  22 November 2010
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
@Racemate: Quick question to make sure this is the problem you reported earlier.

This error occurs when you pick up a weapon from the ground and try to use it. Right?
If yes then I think I found the problem.

Keep you posted.
  06:38:40  22 November 2010
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Racemate
Loner
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On forum: 02/11/2009
 

Message edited by:
Racemate
11/22/2010 6:40:51
Messages: 1254

---QUOTATION---
This error occurs when you pick up a weapon from the ground and try to use it. Right?
If yes then I think I found the problem.

Keep you posted.
---END QUOTATION---


As far as I understand it occurs when you attach loaded mag into a weapon, and reload it.

Thanks for your time and effort.
  08:10:15  22 November 2010
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ThunderFreak
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On forum: 08/07/2009
 

Message edited by:
ThunderFreak
11/22/2010 8:11:22
Messages: 685
Never had this error when I attached a loaded mag into a weapon, but this error occured one time to me as I was picking up a dropped weapon from the ground.
But because the error message is the same, the fix should fix this problem. I will do some more tests and then I will upload the fixed version.
  02:45:23  29 November 2010
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ThunderFreak
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On forum: 08/07/2009
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Thanks to SacriPan I can reproduce this error.

OK, what I found out so far is, it looks like the table is not initiaziled (got NIL) for some reason when picking up a weapon from the ground.
The fix I mentioned earlier is not really helpfull.

What I try to do is to put the table initialize procedure when the weapon is issued and not when the weapon is used first time.

Keep you posted.
  07:42:01  30 November 2010
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Racemate
Loner
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On forum: 02/11/2009
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If you're interested, Russians have made something similar:
http://www.amk-team.ru/forum/index.php?showtopic=10356
  10:37:46  30 November 2010
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ThunderFreak
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On forum: 08/07/2009
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I am always interested.
  21:59:45  30 November 2010
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890
Hey thunderfreak, long not spoken. Are you still working on this? and how are you? is it coming along as a dad?
  02:32:24  1 December 2010
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
Hi, Loner. Yes I am still working on this, but the new Invasion Mod is having a higher priority.

Brief status update on the Mag Mod:
- Update procedure: Now the mag table array will be initialized when the weapon is in actors inventory instead of initializing on first use.
Same for ammo. Me to say, when actor is having a weapon without ammo and he gets ammo for this weapon, the mags will be initialized.

I had also a discussion with SacriPan and because of his ideas for the mag sys, I think, I will rework the whole system based on his ideas.


... and thanks my daughter is developing good.
  05:57:54  28 December 2010
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ThunderFreak
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On forum: 08/07/2009
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The bug reported by Racemate is fixed.
But there are still some minor issues which annoying me.
Like the last magazine available has to be loaded twice.

Luckyly it is not ctd anymore.

If someone can help me to fix the remaining bugs, would be very appreciated.
  08:36:31  3 January 2011
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
I think I got it done. All the remaining bugs I could find are fixed finally.
Half of the script has changed.

Because the magazine system is part of my mod, I have to extract it from the mod to put it as a stand alone.
As soon as is extracted and no more issues coming up, I will upload the revised version by this week.
  08:53:35  3 January 2011
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890
Thanks! that the best gift for my birthday! (17 jan)
  09:16:38  3 January 2011
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ThunderFreak
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On forum: 08/07/2009
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Then I try to have the mod uploaded before your birthday.
  09:26:43  3 January 2011
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Racemate
Loner
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On forum: 02/11/2009
Messages: 1254

---QUOTATION---
As soon as is extracted and no more issues coming up, I will upload the revised version by this week.
---END QUOTATION---


Good news! Waiting.
  03:22:18  5 January 2011
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
Mag Sys V2.1 released

Update is released.

You can download in the mods download section (https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_id=18394&page=3&sec_id=17&sort=ASC&no_transl)

Please test it. I fixed all known bugs and some others I could find.
  23:23:45  22 January 2011
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
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On forum: 06/03/2009
Messages: 1710

---QUOTATION---
Mag Sys V2.1 released

Update is released.

You can download in the mods download section (https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_id=18394&page=3&sec_id=17&sort=ASC&no_transl)

Please test it. I fixed all known bugs and some others I could find.
---END QUOTATION---



Will try and merge it with Priboi Story, and see if it works.
Will keep you posted
  23:48:31  12 February 2011
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Nuor
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On forum: 03/10/2009
Messages: 735
Thunderfreak - It took MUCH longer than expected but I think I have a working version for SmP2.5. I added use of the pistol slot and changed the magazine hud display. It uses an icon and counter instead of multiple icons and I limited the variety of icons as SmP has a ridiculous number of choices. I also also altered the loading scheme somewhat to allow for less than max mags and the total maximum allowed are divided between all the ammo types. Magazine carry limit varies by mag type and there are bonus quest items to change capacity.

I ran into a number of problems with the conversion but I can't really say if any of the fixes will apply to your version. I suspect any bugs were introduced by the changes I made. If past experience holds true I'm certain I'll find more bugs.

Thanks for creating this mod I imagine many of the SmP players will use this option.
  06:20:18  13 February 2011
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ThunderFreak
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On forum: 08/07/2009
 

Message edited by:
ThunderFreak
02/13/2011 6:20:34
Messages: 685
Thanks, Nuor and LoboTheMan. I really appreciate that.

I am still working on the magazine system mod. Meanwhile I am working on a second (additional) version without the GUI, because many don't want to have the load gui. They want to have single mags in the inventory.
An updated version of the existing magazine system (V2.1) mod will be released soon. The changes are in the script only and have no affect on your merging work.
  16:50:43  4 May 2011
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
New Magazine System Mod

I started working on an upgrade or new version for the magazine system mod.
Planned features:
- NPC's using magazines.
- The limitation of 6 loaded mags on the belt will be removed.
- You can also find magazines in boxes
- When dead bodies looted, you find mags instead of ammo boxes.
- At the dealers you still can buy ammo boxes. Can be loaded into mags thru a gui.
- Mags also for slot 1 weapons
- GUI to load ammo from the boxes to the mags

Finished already he first level (Kordon) for testing purposes and to see, what need to be changed/improved.
It is working so far.
Which means, NPC's in Kordon using mags instead of ammo boxes. You can loot mags already.
  18:05:31  4 May 2011
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Racemate
Loner
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On forum: 02/11/2009
 

Message edited by:
Racemate
05/05/2011 0:18:55
Messages: 1254

---QUOTATION---
New Magazine System Mod
---END QUOTATION---


Looks quite promising.


---QUOTATION---
- When dead bodies looted, you find mags instead of ammo boxes.
---END QUOTATION---


Do you mean there will be mags only, or some possibilities to find ammo boxes still remain?

Could it be adapted to CoP?
  18:48:46  4 May 2011
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ThunderFreak
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On forum: 08/07/2009
 

Message edited by:
ThunderFreak
05/04/2011 18:51:27
Messages: 685
You will still find ammo boxes. Ammo boxes are still at the traders for sale.

If you have ammo boxes in your inventory, you will have the possibility to load the ammo from the boxes to mags. The loading procedure will be done with a GUI.

EDIT: Forgot. In stashes you will find a mix of mags and ammo boxes. Mags will be in stashes only when the corresponding weapon is also in the stash.
  01:59:41  5 May 2011
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Rolfisalinas
(Novice)
 
On forum: 05/27/2010
Messages: 17
im a bit new in the forum and my modding knowledge is less than my quantum physics knowledge so, can i ask how can i make this mod compatible with lurk? ive read that i have to add the weapons somewhere but again, 0 knowledge in modding, sorry if it is a stupid question, great mod btw, ive used it before and add a lot of realism to the game.
  06:56:30  5 May 2011
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
Don't worry. There are no stupid questions, only stupid answers.

The new version is currently under construction. For the existing one I don't know, because I never played Lurk.
Maybe someone else can answer your question.
  10:53:30  5 May 2011
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Racemate
Loner
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On forum: 02/11/2009
 

Message edited by:
Racemate
05/05/2011 10:54:23
Messages: 1254
Will be mag as an inventory item, which could be bought or sold?

And how about compatibility the Mod with CoP?
  11:06:51  5 May 2011
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
Yes, the mags are inventory items and can be bought, sold and found.

With the compatibility for CoP I don't know. Most probably not compatible because of the meshes and some files.
  12:57:25  15 May 2011
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ThunderFreak
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On forum: 08/07/2009
 

Message edited by:
ThunderFreak
05/16/2011 8:30:31
Messages: 685
Short update.

I think maybe next week I release a first Beta version of the Magazine System Mod.
Do run the mod SoC v1.0004 is needed.

http://www.imageupload.org/?d=5E0CACD71
http://www.imageupload.org/?d=7DEF419B1
http://www.imageupload.org/?d=AC8B4FF11
http://www.imageupload.org/?d=B44651CC1
http://www.imageupload.org/?d=A0BCC88E1

Download: http://cid-839fa75832089767.office.live.com/self.aspx/Stalker%20Mods/Mag%20Sys%20V3.7z
  04:00:16  16 May 2011
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aeru87
(Novice)
 
On forum: 02/15/2011
Messages: 47
Great work, ThunderFreak! I´m testing the last version and works like a charm
  05:53:35  16 May 2011
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
Thanks.
  08:10:58  17 May 2011
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Derranged
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On forum: 04/12/2010
Messages: 1009
Great job ThunderFreak! 10/10 as always
  11:47:03  17 May 2011
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
Thanks again.
  11:49:32  17 May 2011
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890
Looking good Thunder!
  08:10:02  20 May 2011
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
Fix for the Magazine System V3.0 available

Found a minor issue in the new magazine system v3.0 when using the ammo 7.62x54 7h1 and 7h14.

Fix can be downloaded in the download thread for the magazine system v3.0.

Also I limited the length for the weapon name displayed on the GUI to 16 characters.
  16:33:39  28 June 2011
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marakrat
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On forum: 08/30/2010
Messages: 189
Will this work with SC2009?
  16:39:02  28 June 2011
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
I don't know. Try it.

If you have the character_*.xml files modified then you to modify them again by adding the mags instead of ammo packs. You have to do also for the death_*.ltx files.
  16:40:58  28 June 2011
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marakrat
Senior Resident
 

 
On forum: 08/30/2010
Messages: 189
One problem is with the ui_items_equipment.dds(might be wrong).

Does you other mod, Breath mod and Horror Time, work with 1.0005?
  17:05:32  28 June 2011
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ThunderFreak
Senior Resident
 

 
On forum: 08/07/2009
 

Message edited by:
ThunderFreak
06/28/2011 17:06:34
Messages: 685
If you have a modified ui_icons_equioment.dds the you have to add the mag icons as well.

Should work with 1.0005, but I cannot test it because I have 1.0004 only.

The Mag Sys is working with 1.0005.
  01:15:38  13 March 2012
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Rolfisalinas
(Novice)
 
On forum: 05/27/2010
Messages: 17
I've just downloaded the latest version and i have various things to ask.
1- Why do i get a GP36 whe talking to Wolf?
2- I remember that the older versions of the mod work as supposed, i have 2 mags of 30, i fire 3 times then reload, i fire 3 more times then reload again, the new mag should now have 27 bullets in it (like the older version) but instead the new mag have 30 bullets while the other have 24
3- Why do i get so many mags when talking to Wolf

Those are my question, i would like that someone reply to me to know if i'm doing something wrong or this is just how the mod work. Thanks
 
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