|
|
|
|
|
|
|
|
Re: DL goes 1.13[message #224316] |
Tue, 30 June 2009 08:04   | |
Wil473
|
  |
Messages:2830
Registered:September 2004 Location: Canada |
|
|
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
|

|
|
|
|
|
Re: DL goes 1.13[message #224428] |
Tue, 30 June 2009 18:02   | |
BulletSix
|
 |
Messages:50
Registered:October 2005 Location: Germany |
|
|
*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
|
|
|
|
|
|
|
|
|
|
Re: DL goes 1.13[message #232151] |
Sun, 30 August 2009 21:14   | |
Wil473
|
  |
Messages:2830
Registered:September 2004 Location: Canada |
|
|
I'm still waiting for BulletSix to give the final go ahead for the DL-113(FSTM) which I've prepared. That mod must be BulletSix's DL-113 files, which I've incorporated some items from. Not sure if it works stand alone though...
EDIT: on re-reading one of BulletSix's last posts, I guess I've taken over the DL-113 Hybrid... (I had earlier produced a "quick and dirty" mod based on the FSTM 1.5.1.) Ok, unless I hear otherwise from BulletSix in the next week, I'll be releasing DL-113(FSTM), with his items. To give proper respect to BulletSix's work, I'll spend the next few days ensuring that his items, while in line with the other FSTM based items, will have the "extra" appeal that he intended (except for one sci-fi gun that is returning to its roots).
[Updated on: Sun, 30 August 2009 21:26] by Moderator
|

|
|
|
|
Re: DL goes 1.13[message #232729] |
Mon, 07 September 2009 19:11   | |
Wil473
|
  |
Messages:2830
Registered:September 2004 Location: Canada |
|
|
Somehow my latest fixes and updates have not killed savegame compatibility with when I started work on DL-1.13FS. Not even adding in all the items that BulletSix did, or the in-game fiction elements (which are also due to Bullet Six, he took the screenshots that I transcribed the text from). That being said, I haven't actually finished the game yet. Still roughly 70% complete, and no chronic unexplained crashes, if I can pull this off in UC-1.13 Hybrid, chances are good for a Christmas public release of that one too (in public Beta form).
I'm going to clean out the test install I have, and do a fresh install for final pre-public release testing of the Beta. If all goes well, it should be available for download in the next 24-48hrs.
EDIT: Ok, I'm reasonably happy that the mod is ready for Public Beta. Here is the main thread for it: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=232763&page=0#Post232763
[Updated on: Tue, 08 September 2009 07:41] by Moderator
|

|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|