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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230307]
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Mon, 03 August 2009 16:25
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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That would be advisable.
I resumed my field studies of the flamethrower. At the moment I'm experimenting again with a higher bullet count, but with a reduced duration of the actual fire. I'll keep you updated on my results.
Edit:
Okay, those multi-bullet full auto only experiments lead nowhere... animation is very slow, and after the first burst, the limit for fire animations is already reached. Doesn't work.
I currently try a reversed duration//area of effect. So far, the result looks good.
Still need to get the flame cone deal damage, somehow this still won't work.
Edit 2:
I give up on that flamer... sorry guys, you'll have to take it as it is, just can't improve it. :coffee:
[Updated on: Mon, 03 August 2009 17:21] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230308]
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Mon, 03 August 2009 16:32
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Jens |
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Messages:12
Registered:August 2009 Location: Germany |
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So now I have everything running EXCEPT the WF mod!
wildfire SVN Link from the download section does not work.
what to do now??
can I take the nonSVN mod too?
[Updated on: Mon, 03 August 2009 18:40] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230364]
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Tue, 04 August 2009 19:19
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jay.pea |
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Messages:25
Registered:March 2009 Location: Munich, Germany |
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hello smeagol,
i've fininshed playing the new Alma sectors and i have to say i really like the reworked prison and headquarters.
But you should consider removing (or replacing) the 'alarm trigger' in the prison sector.
Toggle SpoilerBecause the switch is in firing range from the entry point (at least if you arrive from east or south), its almost too easy to eliminate the guards ... and wait for the rest to rush towards the switch (and be killed in an instant).
Also for the feel of it you should place some prisoners in there.
Further i noticed that Conrad does not carry his AK74 (although according to proedit he should).
I guess this is because the AK is placed in one of the big slots instead of his hands.
I know that placing it there may result in the dreaded 'Civs/NPCs shooting and not getting hostile' bug .. but Conrad isnt entirely friendly to start with .. so it adds to the flavor.
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230380]
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Tue, 04 August 2009 23:30
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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ssdSmeagol can u say when the the new map-update including the C13 bugfix will be available for download?
Hmmm... basically, I can put together a new update right away. But I think I haven't done too much since the last update. Been busy testing some maps myself. ^^
stay tuned, I'll upload the newest map pack soon.
Edit:
Hmm... well... the new update pack contains only 2 updated maps that are different from the pack before (fixed the problem in H3 with reaching the head miner and the civilians in the C13 map, the alternate C13 map should have already worked, at least I couldn't find any factory kid civilians in there, besides the actual factory kids...). So if you don't mind those two minor glitches, feel free to skip this one.
I might get in some map work tomorrow, I haven't been too motivated last couple of days to work on the maps, as those Meduna and Balime maps are a major pain to re-work. I also want to completly re-work the map in L1 (what I called Deidrannas summer residence... though in the original WF map it was filled with Kingpins men, probably his beach house... what ever...), there is a lot of wasted space due to the sea in that map, and that could probably be put to better use (especially concerning that there is only very little space to approach the gate house).
[Updated on: Tue, 04 August 2009 23:52] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230477]
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Thu, 06 August 2009 15:02
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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I had seen both of the Korean assault rifles some time ago, and didn't feel them too necessary. Though the OICW clone might be interesting, if only for another gun to use the 20mm grenades... but then again, the K11 seems to be quite similiar to the OICW... Hmm... maybe I could add that one with a different sight. Don't know yet.
What I'd really like to add, is another 10mm Auto SMG. But it seems that there aren't any besides the HK Mp5 (and I've seen an AR15 based one, but that would seem pretty lame, considering there are already quite a lot of AR15 based guns...).
Other guns I would consider are those that use rare calibers // calibers that at the moment only have one or two guns (like .50 beowulf, .30 carbine and the like). That's room for additional guns I would want to add, but not additional 5.56 or 7.62 guns (and certainly not 9mm Parabellum), unless they are really special... (or the L85 LMG, but I don't like the pic from DBB...).
So, to sum up, guns you guys should be looking for me to add, should be using one of the following calibers:
- .30 carbine
- .300 WM
- .45 WM
- .50 AE
- .50 Beowulf
- 10mm Auto (especially SMGs)
- 12.5x35
- 12.7 subsonic
- 4.6mm
- 6.35 (maybe some carbine)
- 7.62x37 (the one used by the SL9 and the Whisper Kitty, though this isn't as important as certain other calibers)
- 9x21
- CAWS (would be nice, if there was another gun, that used this kind of amunition..., maybe a non-auto variant)
Also I'd like to add more diverse launchers for 20mm, 25mm and 43mm (and maybe even 40mm cylinders).
And I'm still curious on opinions on the coated armours. These are currently unused, as there is no way to obtain the Queens Jelly. I'd maybe want to change that, so that the Jelly would become some kind of improved and more expensive C-18 (would certainly be useful for the later stages of the game).
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230487]
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Thu, 06 August 2009 16:10
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waldtroll |
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Messages:31
Registered:February 2007 Location: Berlin, Germany |
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Hmm, did you think about more Ruger Mini variants? I know Tactical ones and one in 6.8? Well I know that we have plenty guns of that caliber but they offer nice MacGyver-Gun pimping options.
For the Royal Jelly as another C-18 variant you could also think of making the armor coated with it more flexible so it has no penaltys (don't know if it makes sense, but the Royal Jelly could become some HI-TEC Climatation kit you could use to make armor more confortable to wear.)
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230505]
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Thu, 06 August 2009 19:11
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Alex_SPBSmeagol, what do you think about another another 9X18 gun? Currently there are only 3 pistols for that caliber in the game (PM, PMM and Stechkin).
The OTS 33 "Pernach" (a new gun by famous Rissian Stechkin gun designer) is a 9X18 full auto pistol also capable of shooting 9X18 PMM round.
The gun features a unique recoil compensation mechanics (While there's no positive lock between the slide and barrel, the barrel is allowed to recoil in the frame for a short distance. As the gun is fired, the slide recoils back, and at the final stage of recoil it hits the barrel and carries it back - [c] M. Popenker). The gun comes with an attachable folding stock and integral muzzle jump compensator.
It is considered to be 1.5 times more stable in auto fire then Stechkin gun.
Please, see the description on
http://world.guns.ru/handguns/hg139-e.htm
and
http://www.kbptula.ru/eng/str/strelk/ots33.htm
Hmmm. Nice one.
I'll take that. Thanks for the find.
Edit:
Already converted the pic, will now add the item.
Edit 2:
Done. This one will be available through Tony exclusively.
Edit: @Mauser
That SX3 Shotgun sure looks interesting. Unfortunately I can't get a good pic conversion myself. All my attempts look pretty lousy, probably due to a wrong colour palette, and those riflings on the top of the gun are pretty hard to recreate without it looking stupid (don't know the exact term for these, I mean those holes over the barrel).
[Updated on: Thu, 06 August 2009 19:59] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230532]
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Fri, 07 August 2009 00:36
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Forral |
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Messages:71
Registered:May 2009 Location: Sweden |
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Despite them looking quite silly, I'd love to see a Generic Pistol Stock avaliable that would, unlike the folding stock or retractable stock, actually increase the time it takes to raise the pistol and further also increase its size, but offer improved control with burst fire and perhaps slightly improved CTH from the increased stability gained from the support.
Considering the drawbacks of having such an added stock on the pistol it would not be a no-brainer to always attach them, but rather a choice that would have be made based on what role you deign to use the weapon for. Plus, you would need to consider more carefully which LBE gear you chose to equip if you decide to use both silencers and pistol stocks alongside eachother, as they could longer all just fit in the large pistol holsters.
I guess I just like the customizability and choice that it would undoubtedly introduce. Also, depending on the ways the pistol stock would be implemented, it might also have the ability to augment the roles of machine pistols slightly - a type of weapon that my troops rarely if ever equip.
Well, only machine pistol I really use is the Veresk - but that weapon is totally awesome due to its caliber, and could probably be considered an SMG due to its size and behavior. It chews through armour like nobody's business and doesn't even stop to burp before asking for seconds. Veresks with SMG Silencers and Aiming Modules MKII f
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230538]
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Fri, 07 August 2009 02:28
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Jens |
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Messages:12
Registered:August 2009 Location: Germany |
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I found a little mistake @ bobby rays:
The HK 417s are listet with 7.62x51mm but still use 5.56mm. though there are variants of the 20" Version using 7.62 you still will have to choose which to be used in game.
I'd prefer 417"20 w/ 7.62; the caliber is simply much more effective.
EDIT:
originally they all use the bigger one. there's just a difference between using c-shape (the shorter 417s) or the classic 7.62 magazines (only 417 20" prototype).... hm... that one would be really cool.. hm... is the 20" compatible with sniper scope?
[Updated on: Fri, 07 August 2009 02:37] by Moderator Report message to a moderator
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