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Re: DL goes 1.13[message #173051]
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Fri, 25 January 2008 15:30
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JA fan |
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Messages:187
Registered:March 2007 |
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If it's gonna be out of the game,the screenshots idea is better than having to close the laptop.'Cause closing the laptop may not activate the hint.
I remember some ppl having problems activating the hint via the launcher in the original DL.
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Staff Sergeant
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Re: DL goes 1.13[message #224316]
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Tue, 30 June 2009 08:04
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Sorry BulletSix, I was losing coherency and alertness yesterday after adding your Guns and P2Items graphics to my own DL-1.13 project, along with all the typing to enter the story text from the clues you took screenshots (into in-game items). Oh by the way thanks for the confidence that I'll be able to finish this thing.
I just need to figure out stats for the guns that look like they're from ShadowRun if I'm not mistaken. I haven't had time to see if your XML's can be opened in the XML editor, so I was hoping you could fill in the some rough characteristics such as how they compare to other weapons in-game as far as range, damage, AP, burst/auto, and types of attachments. Same for the load bearing vests, I need to figure out pockets unless you already have them available. The basic ITEMS.xml characteristics I can extract using Excel from your ITEMS.xml and insert directly into mine.
The delay in the release has actually been a good thing, we've got some new ammo graphics in basic 1.13, including a set of eye pleasing 5.7mm 50round SMG magazines. Best of all they are P1 Items so they do not interfere with your graphics BulletSix. The only other thing is to rename my DL side project so it does not get confused with the base mod you released a few days ago. How does "DL-1.13FS Hybrid" for "Deidranna Lives!-1.13 Folding Stock Hybrid" sound?
Once I have your "RPG" items added, I anticipate public release of a v.1.0 in a few more days.
EDIT: I've sucessfully imported the basic ITEMS.XML stats for your items there BulletSix using MS Excel. In the process, their item type was changed to "miscellanous" so that they would be immediately XML Editor compatible. Now to change them back into useful items.
EDIT2: I've looked through the items, and have a few specific questions:
1) Beretta Storm XX - May I be able to use it as the real-world Beretta Storm CX4 in 9x19mm? JA2 1.13 is short on pistol calibre civilian carbines (I think the Calico 900 is the only one), but for such a "special" cartridge already has two 9x39mm DMR's plus two AR's and a SMG.
2) ACME P90 - A longer range FN P90 with Rail Interface System (RIS) for attachments?
3) The 6.8mm Caseless round - Should I make it XAP like the in-game 4.7mm, or like the 6.8mm SPC round use AP Hi-Power type a creation of mine (used in FSTM and UC-1.13) which gives it a bit more stopping power against unarmoured targets, a sort of cut down AET for real-world full power cartridges?
4) Are there any additional image credits I should cite besides yourself for Gun384-394 and P2Item100-113?
[Updated on: Tue, 30 June 2009 17:19] by Moderator Report message to a moderator
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Re: DL goes 1.13[message #224428]
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Tue, 30 June 2009 18:02
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BulletSix |
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Messages:44
Registered:October 2005 Location: Germany |
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*remark to ranges i used: i put the ranges of the rifles closer together, leaving out most of the caliber-effect-on-range that the vanilla 1.13 guns have, goning mostly after barrel length. Reason for this was my personal emphasis towards gameflow, although it is/may be unrealistic and is totally subjective.
The gun stats. totally biased,semi-consistent and mostly fictional
M41A1:
rdy-Time: 4
ubShotsPer4Turns: 15
ubShotsPerBurst: 4
buirst penalty: 8
ubImpact: 35
Deadliness: 45
bAccuracy: 4
MagSize: 75
Range: 450
Attack-Volume/Hit-Volume: 80/8
BurstAP: 3
bAutofireshotsperFiveAP: 3
APsToReload: 5
SwapClips: 1
Auto-Penalty: 8
Max-dist for messy death: 8
************************
XM214 Minigun
rdy-Time: 6
ubShotsPer4Turns: 17
ubShotsPerBurst: -
buirst penalty: 5
ubImpact: 29
Deadliness: 38
bAccuracy: 5
MagSize: 200
Range: 380
Attack-Volume/Hit-Volume: 80/6
BurstAP: 2
bAutofireshotsperFiveAP: 8
APsToReload: 10
SwapClips: 1
Auto-Penalty: 4
Max-dist for messy death: 7
NoSemiAuto: 1
************************
Seburo MN23 Mk2
rdy-Time: 3
ubShotsPer4Turns: 15
ubShotsPerBurst: 3
buirst penalty: 9
ubImpact: 33
Deadliness: 38
bAccuracy: 5
MagSize: 30
Range: 430
Attack-Volume/Hit-Volume: 70/8
BurstAP: 3
bAutofireshotsperFiveAP: 3
APsToReload: 5
SwapClips: 1
Auto-Penalty: 7
Max-dist for messy death: 8
NoSemiAuto: 0
*********************
Beretta Storm
rdy-Time: 3
ubShotsPer4Turns: 15
ubShotsPerBurst: 2
buirst penalty: 8
ubImpact: 26
Deadliness: 35
bAccuracy: 4
MagSize: 20
Range: 320
Attack-Volume/Hit-Volume: 45/8
BurstAP: 4
bAutofireshotsperFiveAP: 4
APsToReload: 4
SwapClips: 1
Auto-Penalty: 9
Max-dist for messy death: 8
NoSemiAuto: 0
*********************
SEBURO CX
rdy-Time: 0
ubShotsPer4Turns: 22
ubShotsPerBurst: 0
buirst penalty: 9
ubImpact: 31
Deadliness: 28
bAccuracy: 2
MagSize: 15
Range: 130
Attack-Volume/Hit-Volume: 70/2
BurstAP: 3
bAutofireshotsperFiveAP: 6
APsToReload: 2
SwapClips: 1
Auto-Penalty: 10
Max-dist for messy death: 4
NoSemiAuto: 0
*********************
ACME Assault Rifle
rdy-Time: 3
ubShotsPer4Turns: 15
ubShotsPerBurst: 3
buirst penalty: 8
ubImpact: 35
Deadliness: 40
bAccuracy: 6
MagSize: 30
Range: 460
Attack-Volume/Hit-Volume: 80/8
BurstAP: 3
bAutofireshotsperFiveAP: 4
APsToReload: 4
SwapClips: 1
Auto-Penalty: 7
Max-dist for messy death: 8
NoSemiAuto: 0
*********************
ACME Pistol
rdy-Time: 0
ubShotsPer4Turns: 22
ubShotsPerBurst: 0
buirst penalty: 9
ubImpact: 31
Deadliness: 32
bAccuracy: 1
MagSize: 20
Range: 120
Attack-Volume/Hit-Volume: 50/6
BurstAP: 3
bAutofireshotsperFiveAP: 0
APsToReload: 3
SwapClips: 1
Auto-Penalty: 9
Max-dist for messy death: 4
NoSemiAuto: 0
*********************
MR-C
rdy-Time: 3
ubShotsPer4Turns: 15
ubShotsPerBurst: 3
buirst penalty: 6
ubImpact: 36
Deadliness: 49
bAccuracy: 6
MagSize: 40
Range: 480
Attack-Volume/Hit-Volume: 70/8
BurstAP: 3
bAutofireshotsperFiveAP: 5
APsToReload: 5
SwapClips: 1
Auto-Penalty: 6
Max-dist for messy death: 8
NoSemiAuto: 0
*********************
HK G15
rdy-Time: 3
ubShotsPer4Turns: 15
ubShotsPerBurst: 3
buirst penalty: 3
ubImpact: 36
Deadliness: 55
bAccuracy: 6
MagSize: 40
Range: 480
Attack-Volume/Hit-Volume: 75/8
BurstAP: 1
bAutofireshotsperFiveAP: 5
APsToReload: 4
SwapClips: 1
Auto-Penalty: 6
Max-dist for messy death: 9
NoSemiAuto: 0
*********************
ACME SiPi
rdy-Time: 1
ubShotsPer4Turns: 22
ubShotsPerBurst: 0
buirst penalty: 9
ubImpact: 31
Deadliness: 32
bAccuracy: 5
MagSize: 20
Range: 120
Attack-Volume/Hit-Volume: 2/6
BurstAP: 3
bAutofireshotsperFiveAP: 0
APsToReload: 3
SwapClips: 1
Auto-Penalty: 11
Max-dist for messy death: 4
NoSemiAuto: 0
*********************
ACME P99
rdy-Time: 2
ubShotsPer4Turns: 18
ubShotsPerBurst: 5
burst penalty: 4
ubImpact: 30
Deadliness: 45
bAccuracy: 5
MagSize: 50
Range: 470
Attack-Volume/Hit-Volume: 45/4
BurstAP: 3
bAutofireshotsperFiveAP: 4
APsToReload: 6
SwapClips: 1
Auto-Penalty: 6
Max-dist for messy death: 8
NoSemiAuto: 0
*********************
C-Spec ext. (Carter Special from SG-1, long version)
rdy-Time: 3
ubShotsPer4Turns: 18
ubShotsPerBurst: 4
buirst penalty: 4
ubImpact: 33
Deadliness: 34
bAccuracy: 4
MagSize: 100
Range: 230
Attack-Volume/Hit-Volume: 80/6
BurstAP: 2
bAutofireshotsperFiveAP: 3
APsToReload: 5
SwapClips: 1
Auto-Penalty: 8
Max-dist for messy death: 10
NoSemiAuto: 0
C-Spec (Carter Special from SG-1, short version)
rdy-Time: 2
ubShotsPer4Turns: 18
ubShotsPerBurst: 4
buirst penalty: 4
ubImpact: 29
Deadliness: 34
bAccuracy: 2
MagSize: 100
Range: 230
Attack-Volume/Hit-Volume: 70/6
BurstAP: 2
bAutofireshotsperFiveAP: 3
APsToReload: 5
SwapClips: 1
Auto-Penalty: 8
Max-dist for messy death: 7
NoSemiAuto: 0
LBE-items follow
edit1:
as for the guns: yep, my doing.
magazines and grenades: i think its all created by me. If i edited ones other work and forgot to mention and ask, i want to apologize it is not my intention to post the work of others in my name.
the LBE-items: partly my own, but some (SMG Vest and Assault Vest, at least) are edits of malboros fine work. If i recall correctly he allowed me too use his graphics as base to edit my ones from
The Recon Vest si from me, the SMG PLUS my base with malboros SMG-pocket ( i think ...)
edit2: the LBe-items
its
lbeIndex lbeClass lbeCombo lbeFilledSize PocketIndex1 PocketIndex2 ...
A-A Vest 40 2 0 29 10 10 0 14 17 10 10 0 14 17 8 8
A-S Vest 41 2 0 29 0 14 10 10 17 0 0 14 10 12 8 7
A-R Vest 42 2 0 29 10 10 10 14 17 10 10 10 14 17 8 8
A-S+Vest 43 2 0 29 9 9 10 10 14 0 0 10 10 17 8 7
[Updated on: Tue, 30 June 2009 18:15] by Moderator Report message to a moderator
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