Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #276450]
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Wed, 23 March 2011 14:49
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Buggler noticed some oddities with Brains, the NPC found in the Calisto factory sublevel, and another NPC. For some reason they are "vehicle" character types now, but to be honest I didn't actually look at them after the proflex conversion. The second sublevel is another incomplete element of the UC Sci-fi mode. I'll take a look at the mercprofile XML tonight and see if Brains not talking is a result of the discrepancy in character type. Otherwise, what else needs to be specifically done to the first factory sub-level?
Both MP5A4's were missed in the new sizing scheme, and ended up being full rifle size (6). Fixed now, so that they are size 4 - SMG/SBR size.
I am not going to allow reflex/advance reflex to fit the handguard rails for two reasons:
1) It would upset the scheme I have for how it is combined with other scopes (ACOG and other scopes/scope rings with a Reflex pedestal).
2) no in-game difference between having them in the mod's "optics" slots or the handguard
If there was some kind of advantage in-game, I could look at using incompatible attachments to iron out which scopes it should work with (right now it is a matter of the primary optics slot being occupied). For now I want to keep things simple with the one primary optics slot.
EDIT: related to the Reflex question, I still haven't gotten around to messing with the slots to allow the LAM to use the general lower handguard RIS slot, or the RIS grip to fit the side RIS slot.
[Updated on: Wed, 23 March 2011 14:57] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #276501]
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Wed, 23 March 2011 22:52
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Actually, I just found that I had forgotten the Rank badges in EnemyItemsChoices.xml for v3.xx. Lockie is still running some version of v2. Fixed for this weekends patch.
Speaking of version numbers, I'm shelving short term plans for DL-1.13, if the 2011 v1.13 release is within the next two months, best to wait for it.
Brains is talking again, it was due to him being set as vehicle character. The fix requires a new game to take effect though.
My implementation of NAS has become somewhat ugly. I've got one-off layouts occupying three digit long (decimal) layouts, while the very commonly used layouts (folded stock and the old rifle grenade) layouts are seven or more digits long. (Reason is FSS v3 and Buns' rifle grenade system came after my original rebuild for NAS 0.7.) I'm going to see if I can redo the layouts and pockets to clean up a few things, got RIS Grip to fit side RIS, but RIS LAM's are quite inconsistent. Visible Changes:
- RIS Handguards now fit the current underslung slot
- Three flavours of underslung slot: old one, old one with RIS allowed, one in front of old one given by RIS handguards
- Default Grip/Bipod slot moving down one row
EDIT: The MM-1 is a 12 Grenade launcher, had to make it inconvenient somehow. I could make it size 9, only one could fit most backpacks.
[Updated on: Wed, 23 March 2011 22:57] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #276503]
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Wed, 23 March 2011 23:21
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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I'm not sure why that is necessary for the MM-1, an empty and loaded grenade launcher takes up the same volume. Moreover, to do so would require this: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=276115#Post276115
Once the expanded sizes are in, it is doable:
- Max weapon size = W
- W - 1 is last size the Backpack (in the special Backpack slot) will take
- "MM-1" has size of W - 9
- Each grenade adds 1, so 9 loaded rounds will bump the "MM-1" up to size W, as size W is weapon max, grenades 10-12 leave it at W
- weapons and other attachments that bump up sizes will have to be rescaled to account for this, as will sling pockets
Really it is all math, but notwithstanding my initial comment, does demonstrate the utility of a variable Max Weapon size, and Max size overall.
Rowa21 just gave me the hint to edit sector exit grids, like most things, it was simple (hitting enter a lot). I'm testing the fixed H3_B1 to I3_B2 exit now.
EDIT: math doesn't look right, give me a minute Ok, done now
EDIT2: forgot to mention, consolidated the Rifle Grenade slot into layout 2, got away with this as the RG slot should never be entirely covered up by standard grenade slot, both the RG launcher, and Rifle Grenades themselves are incompatible with all underslung launchers.
EDIT3: Finished redoing the NAS Layouts, much easier this time around as I kept the numbers small for the most used layouts. 20 Layouts in use, 23 Attachment Classes. LAM's will now attach to all RIS attachment slots, Grip-pod attaches to the side as well as lower.
[Updated on: Thu, 24 March 2011 03:58] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #276584]
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Thu, 24 March 2011 23:06
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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It would be better to have a new AK Handguard that adds an "Add-on RIS Optics" slot. More expensive than the current one of course. In redoing the attachment slots and layouts last night, I did run into a case where the handguard taking a reflex would be a problem, and the incompatible attachments would make it worse:
Wanted behavious:
- Reflex Sight and Sniper Scopes should not be compatible on their own
- Reflex Sight and Sniper Scope are compatible if a scope ring with Reflex pedestal is used
Right now the above is done by limiting the optics slots on a weapon to one. No need for incompatible attachment definition because the sniper scope would be using the only optics slot, or vice versa. For specific cases where a reflex and another scope are wanted, the scope or some other supporting attachment must add a slot that the reflex sight fits into (I've got one slot specifically setup for this purpose).
Now if the weapon had a second reflex sight slot (hand guard), one of those two wanted behaviours would have be dropped:
- Reflex Sight and Snipe Scope would fit at the same time because they are not incompatible attachments
or
- Reflex Sight and Sniper Scope would never be allowed to appear on the same weapon (even with slot added by scope or other attachment) as they have been defined as being incompatible attachments
Now a new (more expensive) AK Handguard would work due to the following characteristics:
- it adds an addon RIS Scope Slot to the right of the main one
- it effectively disables the main optics slot by being incompatible with everything that fits it, so no adding of the RSA/SVD RIS mount (which also adds the addon RIS Scope Slot)
- it only allows Reflex an Advance Reflex Sights, preventing the adding of Sniper Scopes to the AK (via the RIS scope rings).
EDIT: alternatively I could have the special AK Handguard have a new Slot where the top RIS handguard slot is, that can take Reflex and Advance Reflex sight. It would still have to disable the primary slot by being incompatible with anything that fit it.
EDIT2: while looking for a decent picture to model the "AK Reflex RIS Handguard" on, found that a lot of these are are being marketed as being able to fit Vepr, Saiga, and RPK's. So made sure to add those as possible recipients before copying the "AK RIS Handguard." Not sure how I'm going to handle the AMD-65 (perhaps give it a unique handguard that acts as a grip, and make it a default attachment. Aside from (possibly a new graphic), the work is just calculating two new bitmasks, one for the new slot, the other for the layout this handguard will add.
[Updated on: Fri, 25 March 2011 19:57] by Moderator Report message to a moderator
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