The Fine Tuned mod V 1.7

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Reinforce
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Joined: Wed Dec 10, 2008 11:33 pm

RE: The Fine Tuned mod

Post by Reinforce »

Great work so far Foraven. Your able to to sooo much more then I was ever able to do. [&o]
 
Now to find the time to play.. damn Fallout 3 is sucking up all my time but I need to save my daddy. :P
 
As for a hosting place have you looked at Filefront? I've hosted files there befor and it worked very well.
 
Much Love,
Reinforce
Foraven
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Joined: Mon Apr 20, 2009 1:32 am

RE: The Fine Tuned mod

Post by Foraven »

ORIGINAL: Reinforce

Great work so far Foraven. Your able to to sooo much more then I was ever able to do. [&o]

Now to find the time to play.. damn Fallout 3 is sucking up all my time but I need to save my daddy. :P

As for a hosting place have you looked at Filefront? I've hosted files there befor and it worked very well.

Much Love,
Reinforce

Thanks. I did a lot, but there is plenty i want to do, and a few things i know i may not be able to. There is so much that seem to have been planed for this game, i try to bring some of it back :). Also, i will take a look at filefront for my future versions, seem a lot of modders use FF.
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Reinforce
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RE: The Fine Tuned mod

Post by Reinforce »

I know one big thing that I think everyone wants to see done is take the LoS out of the GLs and make them a lobbing weapon. I looked into that and was totaly at a loss as to how to go about doing that.. short of setting the weapon as a grenade and throwing it at people... don't ask but it was funny. Not sure if thats modable though, I think it may be a hardcoded thing in the games engine.
 
Much Love,
Reinforce
Foraven
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RE: The Fine Tuned mod

Post by Foraven »

ORIGINAL: Reinforce

I know one big thing that I think everyone wants to see done is take the LoS out of the GLs and make them a lobbing weapon. I looked into that and was totaly at a loss as to how to go about doing that.. short of setting the weapon as a grenade and throwing it at people... don't ask but it was funny. Not sure if thats modable though, I think it may be a hardcoded thing in the games engine.

Much Love,
Reinforce

Hum... I haven't been looking that far yet into the game. One thing i'm sure is the AI was never coded to handle weapons like them, i'm pretty sure they would blast each others to kindom come if i gave them any to use. I will take a look and see if there is something that can be done. I did try to see if ammo types could alter the accuracy of weapons, but i had no luck so far (i was trying to fix the shotguns so slugs don't share the shitty accuracy of pellets).
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Hard Sarge
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RE: The Fine Tuned mod

Post by Hard Sarge »

with the matrix patch, I am doing very well with my slugs now (at the train station, my shotgunner, made a mess of the guys inside of the station, was very happy with how it was working, he was getting clean one shot kills)
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Foraven
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RE: The Fine Tuned mod

Post by Foraven »

ORIGINAL: Hard Sarge

with the matrix patch, I am doing very well with my slugs now (at the train station, my shotgunner, made a mess of the guys inside of the station, was very happy with how it was working, he was getting clean one shot kills)

Did something change since the last patch? As far as i can tell, slugs and pellets have the same accuracy, but pellets hit more often because they are 19 while the slugs is only one bullet. Anyway, i guess i will have to check out the new patch eventually (once i'm sure it won't wreak the game more than it fix it).
ZK
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Joined: Mon Apr 20, 2009 2:09 am

RE: The Fine Tuned mod

Post by ZK »

I had to shelve this game for awhile so should try 1.4 or is there another version in the works? I'm only interested in the AI portion if that makes a difference.

As for shotguns I've always wondered why 19 pellets? Is that some European/Russian standard? In the US 2 3/4 inch(70mm) is commonly 12(sometimes 9) pellets 00 buck, 3 inch(76mm) 15 pellets 00 buck. I don't know about now but in the past the US military also used the smaller 4 buck(41 pellets) which might be good for a laugh or crashing the game.

If you can do anything with the GL's that would be great. As they are now they're useless. Even decreasing the dispersion/miss radius would helpful. On a few occasions I've had them even seemingly disappear. Either there's a minimum arming range and they went very short or they missed so bad they exploded someplace I couldn't see or hear and I usually keep zoomed out pretty far.
Foraven
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RE: The Fine Tuned mod

Post by Foraven »

ORIGINAL: ZK

I had to shelve this game for awhile so should try 1.4 or is there another version in the works? I'm only interested in the AI portion if that makes a difference.

The AI in my mod should prove to be a lot better than stock, though there are still room for improvement. But i'm taking a break from AI editing for now. I'm not against suggestions though, that might give me some ideas...
As for shotguns I've always wondered why 19 pellets? Is that some European/Russian standard? In the US 2 3/4 inch(70mm) is commonly 12(sometimes 9) pellets 00 buck, 3 inch(76mm) 15 pellets 00 buck. I don't know about now but in the past the US military also used the smaller 4 buck(41 pellets) which might be good for a laugh or crashing the game.

Well, i don't know anything about how many pellets it is supposed to contain. On thing is sure is that i had to tone down the damage because shotguns pellets were ripping appart even well armored enemies.
If you can do anything with the GL's that would be great. As they are now they're useless. Even decreasing the dispersion/miss radius would helpful. On a few occasions I've had them even seemingly disappear. Either there's a minimum arming range and they went very short or they missed so bad they exploded someplace I couldn't see or hear and I usually keep zoomed out pretty far.

I admit i haven't tried them yet, i guess i should take a look to see what improvement i can do...
ZK
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RE: The Fine Tuned mod

Post by ZK »

Thanks, I'll see if I can play with it some this weekend.

Have you been able to tell if shotgun pellets do fixed damage or if it's something like base damage/# of pellets?

Also while you're looking at accuracy have you noticed far_shooting in constants? The note translates roughly to "distance from which a shot is considered to be that far in meters".
Foraven
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RE: The Fine Tuned mod

Post by Foraven »

ORIGINAL: ZK

Thanks, I'll see if I can play with it some this weekend.

Have you been able to tell if shotgun pellets do fixed damage or if it's something like base damage/# of pellets?

Also while you're looking at accuracy have you noticed far_shooting in constants? The note translates roughly to "distance from which a shot is considered to be that far in meters".

From what i could observe, it seem each pellet is considered a bullet and do damage individually. The more of them strike, the more damage. But like every other bullet, they can miss, they can pierce or bounce away. When they all strike, it's a lot of damage...
Foraven
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RE: The Fine Tuned mod

Post by Foraven »

New version is on the way. I'm almost done with the reworking of the enemies inventory, next i will have to make sure it's all used by the random spawning. This should fix a lot of issues with the wacky inventory soldiers spawn with, and end game enemies will carry appropriate equipment. This version will also fix some of the appearances issues with mercs and enemies.

Foraven
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RE: The Fine Tuned mod

Post by Foraven »

I'm currently working on the grenade launchers... Seem there are a *few* problems with them. The most noticable is the lack of explosion, then the missing shooting sound, and last the reload sound that is wrong... So much to fix there. But i think i can get this right with a little thinkering.
Foraven
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RE: The Fine Tuned mod

Post by Foraven »

Looking good. Grenade launchers and rpgs are fixed, they now have proper sound and explosions. I could not change grenade launchers to shoot over obstacles, but 40mm grenades aren't meant for that anyway.
Foraven
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RE: The Fine Tuned mod

Post by Foraven »

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rickandrewl
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RE: The Fine Tuned mod

Post by rickandrewl »

When starting the game I get Yamsay and get his gun but the gun cannot be loaded with the ammo can you please look into this i believe someone posted this before.

thanks
Foraven
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RE: The Fine Tuned mod

Post by Foraven »

ORIGINAL: rickandrewl

When starting the game I get Yamsay and get his gun but the gun cannot be loaded with the ammo can you please look into this i believe someone posted this before.

thanks

Try the x20 mags, the will work. I restricted the x5 and x10 to sniper rifles, and the x100 to machineguns.
rickandrewl
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Joined: Fri May 01, 2009 12:31 pm

RE: The Fine Tuned mod

Post by rickandrewl »

the 20 mag clips don't work, Yamsay starts out with 20 mag clips and he can't load his gun at the begining of the game
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Jams
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RE: The Fine Tuned mod

Post by Jams »

ORIGINAL: Foraven

Try the x20 mags, the will work. I restricted the x5 and x10 to sniper rifles, and the x100 to machineguns.

Jut out of curiosity, why? the game already docks you more ap for loading from the wrong clip.

@ rickandrewl - Yamasy has a sniper rifle, he needs to use the smaller mags.
Foraven
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RE: The Fine Tuned mod

Post by Foraven »

ORIGINAL: rickandrewl

the 20 mag clips don't work, Yamsay starts out with 20 mag clips and he can't load his gun at the begining of the game

Strange, it's supposed to work. At least it does on my version here. I gave the same loadout to the AI and it shoot me just fine with it.
Foraven
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Joined: Mon Apr 20, 2009 1:32 am

RE: The Fine Tuned mod

Post by Foraven »

ORIGINAL: Jams
ORIGINAL: Foraven

Try the x20 mags, the will work. I restricted the x5 and x10 to sniper rifles, and the x100 to machineguns.

Jut out of curiosity, why? the game already docks you more ap for loading from the wrong clip.

@ rickandrewl - Yamasy has a sniper rifle, he needs to use the smaller mags.

Well, i meant it to be harder to get ammo for every guns, especially from format that should not be readily compatible (to my knowledge). Anyway, i might reconsider in the next version, it's simple enough to change the ammo how it was before.


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