Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » Adding Items to v1.13
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Re: Adding Items to v1.13[message #243285]
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Fri, 05 February 2010 06:08
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usrbid |
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Messages:1506
Registered:December 2008 |
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Hi PAW, What is it you want to do, get new items into the SVN release, meaning everyone else downloading the latest game version will be able to see your items in the game?
If the answer is yes, then you will need SVN write access (as opposed to read access which everyone has e.g. I have read access). Honestly I don't know how write access is handled, maybe the senior modders like Headrock, Smeagol, Starwalker, etc., etc. will be able to help you.
However my guess is that write access will have a lot of scrutiny as the writer has the ability to seriously do harm to the code base. However maybe there is a proxy system where you give someone your changes, they review them and check them in for you, kind of like a buddy system.
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Re: Adding Items to v1.13[message #243441]
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Sun, 07 February 2010 11:20
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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At the moment I do not work on 1.13 other than doing a few fixes that have not been uploaded yet. I need to test them first.
We already have so many guns and other items that I do not see much that could be added to /basic/ 1.13.
Some items are more suited to be added to a mod that needs them (e.g. waaaay back someone wanted a few unique guns to be added that could be given to NPCs or RPCs, but this is clearly something more suited to a mod).
If an item is to be added to basic 1.13, then it should introduce a new concept (e.g. the merges around the SCAR rifles) or be very special in another way (e.g. Steyr ACR).
What I would like to have are different camo versions of the already existing TT LBE-vests, e.g. a simple olive-drab one with low camo and low coolness, and other DPM at higher coolness, but an artist would need to produce these items. I already have a few helmet covers in other DPM from Marlboro Man, but with no other items available, I have not implemented them.
I would also like to overhaul the way camo items work, but I'd need a coder for that.
NGAP is on hold, I heard not from ChrisL these days, and I am not sure about the whole thing because of the way it can unbalance the game (if we go just about attachment points without restrictions, then a Sniper Scope could possibly be added to an SMG, even if this does not make much sense in reality).
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Re: Adding Items to v1.13[message #243478]
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Sun, 07 February 2010 22:11
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Although,
When I attach a ghillie suit to a designated sniper and have some additional l.b.e. the cooresponding camo coverage percentage is 100; eventhough, it adds up to far more.
Does that mean 100% is the highest or is it recognized as more in data?
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Re: Adding Items to v1.13[message #243483]
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Sun, 07 February 2010 22:23
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on the contrary....
I don't believe 100% is ever possible....
only 50%
I only meant that if extra camo is counted towards "not being detected". That is if camo is a number range.
[Updated on: Sun, 07 February 2010 22:24] Report message to a moderator
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Re: Adding Items to v1.13[message #243525]
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Mon, 08 February 2010 16:07
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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craigmsandyAlthough,
When I attach a ghillie suit to a designated sniper and have some additional l.b.e. the cooresponding camo coverage percentage is 100; eventhough, it adds up to far more.
Does that mean 100% is the highest or is it recognized as more in data?
i don't care how many answers in a row completely miss the point of the question, i'd still like to have an answer on this.
e.g. armour value i have seen values of 150% or something and the game evidently uses these values rather than capping it at 100 percent.
weight values the game evidently uses even 500% or somesuch and also displays it as such
the question which was failed to adress is: Is the camo rating actually capped at 100 % or is only the display of camouflage values capped at 100%
I would guess that it is the former out of a variety of reasons but if it isn't, it would be very interesting to know. And i'd like to have an answer about how it actually is in the game. Not how it should be or wild ass guesses.
ceterum censeo the camouflage system is fubar. Revamp it.
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Sergeant Major
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Re: Adding Items to v1.13[message #243718]
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Wed, 10 February 2010 12:01
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usrbid |
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Messages:1506
Registered:December 2008 |
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Hi Scorpion, I thought I remembered Headrock writing a How To about how cammo works, however I could not find it in Marlboro Man's list here. I did a search but wasn't able to find it either.
Here is what I have tested myself:
- it is fairly common to have armor over 100% in DOM, however coverage is also important, meaning there is more to it than just having a high armor, the percentage which is covered of your body matters as well, both are high in DOM so the in game effect is that you empty a 30 round clip of 9mm into an enemy and the guy gets breath damage only
- almost every time I get Shank I load him up 600-800 percent and have him travel one sector, he gets instantly exhausted, after a few hours I cancel his move, when he is back he gains a whole bunch of STR, so over 100% weight works, if you do this in tactical your merc loses breath very rapidly
- in DOM it is also (easily) possible to get more than 100% cammo, get a complete ghillie suit (100%) and attach it to cammo halmet and recon vest + leggings, should be like 155-165% or so cammo, but you only see 100% displayed in the UI
- in 1.13 I had less than 100% wood cammo left and applied desert cammo, however this used less of the desert cammo kit than applying at zero percent cammo, but I don't know what my in game cammo was e.g. 65% wood and 35% desert maybe?
Now comes the fuzzy answer:
- I could swear I had more than 100% cammo in AIM + WF but the displayed value was "only" 100%
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