Hired Guns Reinforced
RE: Hired Guns Reinforced
First of all thank you for the hard work, the mod is impresive.
One gun I like to see in the game is the Shrike (http://www.aresdefense.com/product.html), can you model it?
Other interesting guns are:
SR-25 (http://www.dogfightink.com/SR25.jpg)
M4 CQB (http://images.google.com/images?hl=es&q ... a=N&tab=wi)
But what i like more is to have a very good range of accesories like more types of scopes, dot sights, etc.
One gun I like to see in the game is the Shrike (http://www.aresdefense.com/product.html), can you model it?
Other interesting guns are:
SR-25 (http://www.dogfightink.com/SR25.jpg)
M4 CQB (http://images.google.com/images?hl=es&q ... a=N&tab=wi)
But what i like more is to have a very good range of accesories like more types of scopes, dot sights, etc.
RE: Hired Guns Reinforced
ORIGINAL: Segador
First of all thank you for the hard work, the mod is impresive.
One gun I like to see in the game is the Shrike (http://www.aresdefense.com/product.html), can you model it?
Other interesting guns are:
SR-25 (http://www.dogfightink.com/SR25.jpg)
M4 CQB (http://images.google.com/images?hl=es&q ... a=N&tab=wi)
But what i like more is to have a very good range of accesories like more types of scopes, dot sights, etc.
Modeling is beyond me.. far far beyond. However it looks just like an M4A1 with a bigger Mag. So I can just give it the M4A1 model and we can ignore the tiny details.. And you don't get super close to your mercs anyways to really notice that, so I've added the Ares Shrike 5.56 to my list. Not sure if I'll go with giveing it 100 rounds. It'll accept afew differant clip sizes from 30 to 200.. It also seems like it fires like an LMG which is good I can make a little hose that's handy at shortish range and isn't heavy like an MG. Makeing it a deadly little weapon in close combat.
Thanks for the image links for the SR-25 and M4CQB made looking them up quick. I'll jot them down for the next update.
Weapon addons are I'm hopeing going to be a BIG part of the next update. I've just hit afew walls with the totaly new weapon upgrade fields. But that's not going to stop me from adding in new sights and stuff. At the moment my planed addons are a Red Dot, Reflex sight, ACOG, New Double taping bolt (don't care if it's not real I want a 2 round "single" shot)
What I also want if I can ever manage to get the bloody game to accept it is the ability to add in Forward handgrips, Berral changes (this would mostly be for more range/acc), Grips/stocks.. Basicly whatever I can manage to add. Most of this stuff will effect your personal mercs acc more then the weapon itself as I see it more as a weapon built for you kinda thing. Then useing the standard stuff.
I also am looking at more under berral addons/weapons. I was looking at the possibilty of adding in some none lethal stuff too. I know your reading this and going why? And to that I say Why not? I think it would be neat.

The reason you never seen a slide in the shop is for whatever reason they have it set to phase 99. So it'll never show up, I've changed that so next update you'll get slides in the game.
Final little tid-bit of info for all you people wanting to know what effects ACC. There's another field that effects it that I didn't notice till last night. There's a Bullet falloff value in the ammo file. That reads "deviation from traetkorii bullets directly into the flight. polukonusa angle in radians (0-0.3) taken into account in shooting" So it seems that would be your range modifier or part there of. Fall off of a 5.56x45 AP is 0.0005 the fall off of a 12x70 shotgun round is 0.0020. Now remember the closer to a true 0 the better. This this might also help explain the shotguns poor ACC even after the weapon ACC on them was changed for the better.
Seems this games got better ballistics then people though. [;)]
Much Love,
Reinforce
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RE: Hired Guns Reinforced
Wow that's a cannon what size of round is that?
Oh and hows the mod holding up with the FMJ rounds? Everyting working ok? Haven't got any feedback about it so I'm hopeful all goes well and they're fitting in and playing nice with HP and AP. But I worry about my kids. [:'(]
Much love,
Reinforce
Oh and hows the mod holding up with the FMJ rounds? Everyting working ok? Haven't got any feedback about it so I'm hopeful all goes well and they're fitting in and playing nice with HP and AP. But I worry about my kids. [:'(]
Much love,
Reinforce
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RE: Hired Guns Reinforced
they never said 
had some nice clips on the Shrike, which I liked as it showed what the recoil was like
(the girl popping herself in the nose with a Pistol was funny)

had some nice clips on the Shrike, which I liked as it showed what the recoil was like
(the girl popping herself in the nose with a Pistol was funny)

RE: Hired Guns Reinforced
FMJ works like a charm, Reinforce. You've brought me a lot of fun in re-playing the game. Thank you for that.
RE: Hired Guns Reinforced
That's a .577 (it says at the beginning of the video - .577 T-Rex) - the guy at the end seems to be the only one with a clue of how to brace correctly, everyone else seems to have it braced on their arm rather than shoulder, and flat, no braced feet, rather than leaning into it. It's been a while since I've fired a rifle, so my comment about the shoulder/arm is based more on observation than recent experience.
Scautura
Scautura
RE: Hired Guns Reinforced
I have another request for ya. How about some camo pants? Without armor but giving a camo bonus and only weighing 1kg.
RE: Hired Guns Reinforced
Reinforce,
There are other variables inside the ammoXML .... ksi and ksv ...
KSI :
damping coefficient of momentum
should be taken into account as follows:
new_impulse (t) = (current_impulse - current_impulse * kzi) dT
KSV :
coefficient of air resistance
ksv = S * ro * V * V * V / Vz
where
S - cross-sectional area of the bullets, bluntly: (caliber square * pi / 4), square mm
ro - the air density, bluntly: ~ 1.2 for the standard environmental conditions (20 degrees Celsius, the pressure is normal)
V - Muzzle velocity, m / s
Vz - the speed of sound, bluntly: 300 m / c
calculated directly in the table - you need to change the original data - speed.
Size is specified in the formula in hand: ... 3.14 * X * X / (4 ...
In the formula takes into account the fact that speed is given in m / s and square mm
More head aches for ya Reinforce
Rob
There are other variables inside the ammoXML .... ksi and ksv ...
KSI :
damping coefficient of momentum
should be taken into account as follows:
new_impulse (t) = (current_impulse - current_impulse * kzi) dT
KSV :
coefficient of air resistance
ksv = S * ro * V * V * V / Vz
where
S - cross-sectional area of the bullets, bluntly: (caliber square * pi / 4), square mm
ro - the air density, bluntly: ~ 1.2 for the standard environmental conditions (20 degrees Celsius, the pressure is normal)
V - Muzzle velocity, m / s
Vz - the speed of sound, bluntly: 300 m / c
calculated directly in the table - you need to change the original data - speed.
Size is specified in the formula in hand: ... 3.14 * X * X / (4 ...
In the formula takes into account the fact that speed is given in m / s and square mm
More head aches for ya Reinforce

Rob
RE: Hired Guns Reinforced
I miss the old days where 1+1 was 2. Not 2.0001^3. Math and me are like.. fire and water. >_<
Oh well more to factor in.. but I guess if nothing else this means I can add better more Accurate types of bullets... But sadly I had to shalve my beloved Rubber batons for my shotgun as there's no way to get a bullet to damage a persons breath to knock them out. To bad too I wanted them more for a haha then a real practical use.
In your pokeing around Mraah did you happen to come across anything about weapon addons? I'm at my wits end with them.. at least added totaly new ones in a new field. I can get everything working right up to the installing then it breaks down and the little blocks you put the addons in goes red on me. Odd too I can get the shop to know that addon goes with that weapon but the installing into said weapon is killing me.
So I'm back to what I know atm More weapons and weapon mods that I know will work like Optics. And some new gear, Working on a helmet atm and some little crazy plan that shall remain hidden till I know if it works as I have yet to boot the game with it.
I was thinking to.. I might totaly break down and cry if Matrix makes a new patch that changes most of the files I've edited. I'll have to start replugging everything in over again... *shutter*
Much love,
Reinforce
Oh well more to factor in.. but I guess if nothing else this means I can add better more Accurate types of bullets... But sadly I had to shalve my beloved Rubber batons for my shotgun as there's no way to get a bullet to damage a persons breath to knock them out. To bad too I wanted them more for a haha then a real practical use.

In your pokeing around Mraah did you happen to come across anything about weapon addons? I'm at my wits end with them.. at least added totaly new ones in a new field. I can get everything working right up to the installing then it breaks down and the little blocks you put the addons in goes red on me. Odd too I can get the shop to know that addon goes with that weapon but the installing into said weapon is killing me.
So I'm back to what I know atm More weapons and weapon mods that I know will work like Optics. And some new gear, Working on a helmet atm and some little crazy plan that shall remain hidden till I know if it works as I have yet to boot the game with it.

I was thinking to.. I might totaly break down and cry if Matrix makes a new patch that changes most of the files I've edited. I'll have to start replugging everything in over again... *shutter*
Much love,
Reinforce
RE: Hired Guns Reinforced
[:D] Now, come to 1.2 with SCAR and FMJ Ammo! I love it! Oh I have to start new game again [:(] Anyway Thank to you ,Reinforce.
I will wait to see nice camo mod from you. (Do you have other camo color beside pink? [&:])
I will wait to see nice camo mod from you. (Do you have other camo color beside pink? [&:])
RE: Hired Guns Reinforced
Working on the side on a tiger stripe style camo setup on the that'll be basicly black armor with a tiger stripeing undershirt and pants. That'll be a long while away though, Skinning.. art isn't one of the things I'm very good at and the texture size makes almost any pattern look grainy so I'll have to see what I can get. If nothing else though the poor texture size makes it easy to do digital patterns. 
Here's a shot of what I mean about the textures... and what I did in about 10min after makeing the first part of this post. *sigh* I'll never get 1.3 out if photoshop keeps calling my name. Granted they look fine at my play distance. See the little insert in the bottem corner.. oh and she's angleing her head to fit in the box... [;)]

Notice as well the pockets and such have no texture at all. No pocket lines or anything. Thats pockets on the pants not the pouches and stuff for all my bullets and lewt. Sadly the only way to get a pattern reliably is to make layers paste over, pray, shrink, crop, move and hit save. Granted though who plays with there camra that close... Did anyone even notice you have pocket lines? Or little clips in your pouches. Or and that's a modded Camera btw, The numbers for it are over in the FOV post in the war room on these fourms for those of you who are going.. how did she get that close. Thanks to Mraah for starting that camera modding ball rolling. *Bows to Mraah*
And Pinks back in style. -_-
Much Love,
Reinforce
PS Woot 4 pages *does her happy dance*

Here's a shot of what I mean about the textures... and what I did in about 10min after makeing the first part of this post. *sigh* I'll never get 1.3 out if photoshop keeps calling my name. Granted they look fine at my play distance. See the little insert in the bottem corner.. oh and she's angleing her head to fit in the box... [;)]

Notice as well the pockets and such have no texture at all. No pocket lines or anything. Thats pockets on the pants not the pouches and stuff for all my bullets and lewt. Sadly the only way to get a pattern reliably is to make layers paste over, pray, shrink, crop, move and hit save. Granted though who plays with there camra that close... Did anyone even notice you have pocket lines? Or little clips in your pouches. Or and that's a modded Camera btw, The numbers for it are over in the FOV post in the war room on these fourms for those of you who are going.. how did she get that close. Thanks to Mraah for starting that camera modding ball rolling. *Bows to Mraah*
And Pinks back in style. -_-
Much Love,
Reinforce
PS Woot 4 pages *does her happy dance*
RE: Hired Guns Reinforced
ORIGINAL: Reinforce
In your pokeing around Mraah did you happen to come across anything about weapon addons? I'm at my wits end with them.. at least added totaly new ones in a new field. I can get everything working right up to the installing then it breaks down and the little blocks you put the addons in goes red on me. Odd too I can get the shop to know that addon goes with that weapon but the installing into said weapon is killing me.
At the moment, I'm going to poke around the duckbill stuff and get back to you. I feel that's it's going to be a major PITA adding something that isn't jive with what there already is .... ie, beyond the basic attachments for a weapon, like sights, silencer, duckbills, scopes, blah blah.
Weapon add-ons may need a special value that makes it do-able with a certain class of weapon ... For instance, the duckbill ... this should only go on a shotgun so we can't drop in on an assault rifle ... Look for the switch in the xml that that allows it to be added on ... Perhaps the switch is out-of-order meaning you meant to add this but it's thinking you meant that or maybe it doesn't have a clue at what you're trying to add .... blah blah.
Go back to the basics ... one weapon/one addon ... and trace the errors back that way .. I dunno.
Rob
RE: Hired Guns Reinforced
ORIGINAL: Reinforce
I was thinking to.. I might totaly break down and cry if Matrix makes a new patch that changes most of the files I've edited. I'll have to start replugging everything in over again... *shutter*
Be prepared because this is going to happen if ever they relase a new patch( a thing more unlikely to be as times passes whitout word of it).
- Hard Sarge
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RE: Hired Guns Reinforced
ORIGINAL: Mraah
ORIGINAL: Reinforce
In your pokeing around Mraah did you happen to come across anything about weapon addons? I'm at my wits end with them.. at least added totaly new ones in a new field. I can get everything working right up to the installing then it breaks down and the little blocks you put the addons in goes red on me. Odd too I can get the shop to know that addon goes with that weapon but the installing into said weapon is killing me.
At the moment, I'm going to poke around the duckbill stuff and get back to you. I feel that's it's going to be a major PITA adding something that isn't jive with what there already is .... ie, beyond the basic attachments for a weapon, like sights, silencer, duckbills, scopes, blah blah.
Weapon add-ons may need a special value that makes it do-able with a certain class of weapon ... For instance, the duckbill ... this should only go on a shotgun so we can't drop in on an assault rifle ... Look for the switch in the xml that that allows it to be added on ... Perhaps the switch is out-of-order meaning you meant to add this but it's thinking you meant that or maybe it doesn't have a clue at what you're trying to add .... blah blah.
Go back to the basics ... one weapon/one addon ... and trace the errors back that way .. I dunno.
Rob
Ya I'm 95% sure your right that it's going to be a major PITA. I tried afew things last night and kept getting road blocks. Tried to make another Launcher that would take 6 20mm grenades. So I copied the Grenade Launcher we had, renamed it and added the 20mm ammo and tossed it on in game. No go, The weapon showed but for whatever reason it still wouldn't accept anything not the new 20mm not nothing. I've tried changeing about a dozen things, Heck I can't even get the launcher thats in the game to accept anything other then 40mm grenades. Odd if you don't add a weapon for the gl_type field in the weapon upgrades the game blows up.. which is good news. At least I know I need a weapon in the weapons file for it to work.

I did get an ACOG and Reflex sight in last night and they worked 100% I was even able to toss them on a handgun to make sure they could be mounted. Oh and I changed the scopes around don't shoot me. You'll need to wait for the update notes to see how.

I think for now I'll stick with what I know more Guns and ammo.. Oh and body armor I really need to get around to adding new vests. Speaking of body armor.. I was thinking of trying something alittle differant with it to see if it works. I was going to change the weight on it to a negative number and see if I could get it to subtract from your characters carrying weight. This would mostly be to represent a system for carrying things that would distribute the weight of your kit better.. I was hopeing to give people more slots. But sadly that's out of the question becouse the way it looks that would be a Major change to the game. So at best I can make your gear alittle lighter.. I kinda wish I could use a % value though.. Hmmmm
I also had this crazy idea this morning about seeing if I could add another field to the character skin files and see if I could get more skins for the players. Ala This is olive drab, This slot is Urban cammo and so on... Ah the crazy things I dream up why trying to sleep.
Anyways I got afew things to try and afew things I wanna add here so off I go. Thanks for the support too everyone, Makes this all worth while. =D
Much Love,
Reinforce
RE: Hired Guns Reinforced
The company that makes the .50 sniper rifles is Barrett, named after the founder and inventor Ronnie Barrett, NOT Beretta the Italian firearms manufacturer.
http://en.wikipedia.org/wiki/Ronnie_Barrett
Will check out your mod looks like you are expanding the game a great deal.
Some of the details that are wrong in vanilla drive me crazy. For example a Glock 17 holds 17 rounds in the magazine, not 15. I would love to see some "fact checking" modifications done to this game.
http://en.wikipedia.org/wiki/Ronnie_Barrett
Will check out your mod looks like you are expanding the game a great deal.
Some of the details that are wrong in vanilla drive me crazy. For example a Glock 17 holds 17 rounds in the magazine, not 15. I would love to see some "fact checking" modifications done to this game.
Mindset, Tactics, Skill, Equipment
Diligentia, Vis, Celeritas
Diligentia, Vis, Celeritas
RE: Hired Guns Reinforced
ORIGINAL: Mus
The company that makes the .50 sniper rifles is Barrett, named after the founder and inventor Ronnie Barrett, NOT Beretta the Italian firearms manufacturer.
http://en.wikipedia.org/wiki/Ronnie_Barrett
Will check out your mod looks like you are expanding the game a great deal.
Some of the details that are wrong in vanilla drive me crazy. For example a Glock 17 holds 17 rounds in the magazine, not 15. I would love to see some "fact checking" modifications done to this game.
My bad I'll take the a off for the next up date. Must not of been paying attention for that one.
As for the Glock 17, I think the devs when they added that gave it a 15 round clip so they didn't have to fill the shop with all kinds of clips of differant sizes. Seeing as how so long as the ammo matchs you can load anything into anything. It just stream lines the game better to have basic clip sizes. So 5/10/15/20/25/30 so forth. Becouse in reality you should by all rights be able to keep 18 rounds in a Glock 17 or 31 rounds in all the assault rifles. Becouse you could have 1 chambred then reload the weapon with a fresh clip giving you one extra shot. I know myself I've added some weapons that should be able to take a 30/75 and 100 round mag. But I only give it the 30 just becouse I can't say ok this type of clip in this size can only work with this weapon. Sadly it's one of the short falls of this game.
Now I'm betting everyones wondering what I've been doing. Well let me tell you, I'm adding more WW2 era weapons to the game. Go BAR Rawr... I've been playing to much CoDWAW which I'm bad at. But still they are still used in some armys today mostly in a honor guard sense. Oh and some kinda militia capacity as well. So I'm adding a handful of them to fill the need for Single shot rifles semi-auto rifles. Along with some more modern weapons of dooom. Wish I could get a flame thrower but alas I cannot.
Oh and I tryed setting the game up to give more armor body models and that went boom. Not sure why but I did get an error message so that's good in a way. Error means I can see what the problem is. I've tossed it on the back burner though, Not important atm. I did get the armor to work as a negative number though. I gotta admit it's really a heavy handed way to go about doing what I wanted it to do though.
Oh and for all you questioning people out there this games in Metric not Imperial. That's why the Mercs can only called a weight of like 30-40 tops. That would be 66.2 to 88.2 pounds. (Please note I don't know what the real max a merc can carry is I'm faaaarrrr to lazy to do the math and add it all up.. right now.) So I hope that explains alittle more to everyone.
Much Love,
Reinforce
RE: Hired Guns Reinforced
Slick Wilhelm reported some CTD's in another thread but I haven't experienced those yet. Must have to do with some syntax error on weapons that has been added, my guess is one of the guns you get later in the game. I've captured 10 sectors for Janus and no unusual CTD's. Or mebbe he's using a weapon I don't.
Eagerly awaiting your next update.
Eagerly awaiting your next update.
RE: Hired Guns Reinforced
ORIGINAL: R@S
Slick Wilhelm reported some CTD's in another thread but I haven't experienced those yet. Must have to do with some syntax error on weapons that has been added, my guess is one of the guns you get later in the game. I've captured 10 sectors for Janus and no unusual CTD's. Or mebbe he's using a weapon I don't.
Eagerly awaiting your next update.
Ya I was just over reading that, I've never had a crash myself. Beyond when I crashed the game from something I did that I know crashed it. Beyond that though this games been solid like a rock for me. Modded or otherwise.
Oh and I R NOT DEAD!

I've just been really busy lately with RL stuff. *sigh* always jumps up at me.
I'm hopeing to have a new update out the end of next week with some new stuff... and I'm totaly changeing how shotguns work I don't care what people say they piss me off I want a close range weapon of doom. Well I won't make them that hardcore but I do plan on makeing them Better.. and changeing the payloads to make them more in line with there real world counter parts.
I'm also going to hopefuly get this done for the other 2 modes too this week... given I don't know how much longer I'll be modding at this. I'm alittle sick of only adding in weapons and the gear. Starting to run out of guns to add.. I can keep adding more guns.. it's just I basicly keep adding the same ones over and over. Only so many M4 types one can add befor it gets mind numbing... Damn I wish we had a Tool set so I could map and stuff... Ahh that would be sweet.
Much Love,
Reinforce