FourAces's Mods for OL 2.2 -1 reply

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FourAces

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16th July 2008

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#151 12 years ago

Sure that will not be hard. I am done all the tweaking I am going to do. The good news is that most of the spawns are set so there will not be as many groups of mutants and artifacts at the level changers. This goes from Cordon all the way to the Military Warehouses. I also did the Radar Bunker, X18, and X16. I also cut the snorks that spawn inside the building above X18 in the Dark Valley.

I have redone the explosives continers since their immunities are also reversed from the armor stats, just like mutants. All explosives and grenades have more fragments and do less damage per fragment (again). Be careful with these things, since they will shred you as easily as an enemy. Remember that the physics allows for ricochets, so you can kill yourself pretty easily using them indoors.

I altered the game relations a bit more, and reduce the anomaly radius just a little. I was sick of overlapping anomalies that block the whole path or ones that have an effect that is 30% greater than their animation or the display on the detectors.

If you were around for OL 1.3 or so there was some speculation that the detectors were the reason for the grenades not working when you try to switch to them. I have often run into this problem with OL 2.1 and 2.2 but I was never using a detector mod, just Vanilla OL. Now that I have installed the detectors I find that my grenades always work. I am not sure why, but if you encounter this problem then quicksave and reload and it should be fixed.

I need to package it all up and write a proper readme for it, but it will be available tomorrow. I will get the muzzle speed updated, as well as fix the text for the FN2000 prototype which is reading the same as the regular FN2000. Then I get back to trying to play CS... :runaway: I must finish it before I rip it apart to see how borken it really is. No that is not a spelling mistake. :lol:




MattyDienhoff

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30th June 2006

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#152 12 years ago
FourAces;4641017The good news is that most of the spawns are set so there will not be as many groups of mutants and artifacts at the level changers.

Meaning: no more getting caught in a mutant clusterf**k on the way back from Red Forest? That is good news!

I need to package it all up and write a proper readme for it, but it will be available tomorrow. I will get the muzzle speed updated, as well as fix the text for the FN2000 prototype which is reading the same as the regular FN2000. Then I get back to trying to play CS...

Could you hold off on doing that until I send you the weapons description file I've been working on? Otherwise either you or I will have to do some merging.

Actually, scratch that, I'll upload it now. The latest weapon stringtable and the unique_weapons.ltx with the new 9x19mm USP. Those two files attached to this post. The stash tweaks will come later today.




MattyDienhoff

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#153 12 years ago

Okay, here it is, all done.

Important: as well as crediting me, make sure you include NatVac (of ZRP fame) in the credits for the stable_treasure_manager.xml. The changes to that file are his work from ZRP and I'm including it with his permission. :)




FourAces

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#154 12 years ago

Done and Done. I will get these into the pack right away.

It turns out only the damage for the newer FN2000 needed to be fixed and the text to identify the prototype as a prototype was missing.

Cheers!




FourAces

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#155 12 years ago
Planet2Side;4628415In the invulnerability fix, the files are in the wrong folder, they should be in gamedata\config\gameplay. Either way Wolf is still vulnerable. :( Does it work fine on your game?

Holy crap man, you should have smacked me with a PM. I just saw this and tested it and sure enough it is not working. I am on it, finally.

The new update for TJB has invulnerability included. Tested Wolf and it worked fine.




FourAces

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#156 12 years ago

The updates have been posted on my [COLOR=Purple]webpage[/COLOR]. Let me know if you find anything that needs fixing.




OdinM1

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6th April 2007

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#157 12 years ago

Minor nit pick. On your site you should date your mods as it is a bit hard to tell if things are up to date at a glance. A naming system like "4AcesAll10-20-2008" would be quite handy.




FourAces

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#158 12 years ago

I see what you mean, when I started on TJB the 4Aces mod was finalized. It would have been 3.2. I will update the description immediately.

To get the latest work you will have to get TJB. I just realized that I forgot to upload TJB Lite (no weapon textures). Thanks, and it was not a nit pick. I was getting lax in my naming structure, and it would have continued without your pointer.

Things have been fixed. If you downloaded the 4Aces mod in the last two weeks then you should be playing with the final version just patch it with the dropped items fix. If you are trying TJB then the update for it should be the last. I need to get converting what I can to CS. My CS mod's title is Burning Skys, and it will probably involve me remaking most of the game. ;)

Here is an old modified SOC box cover for flavour

BurningSky.jpg




MattyDienhoff

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#159 12 years ago

I've encountered a problem in the stash mod, nothing show stopping, but I came across one of the stashes I modified while playing today. It was supposed to contain 180 rounds of 7.62x39 ammo, but when I looked in it, what did I find? 1200 rounds!

I checked the file and the number is 180, like I intended, so the reason might be something screwy with the new ammo types. Perhaps the game considers a quantity of 1 to be one full box or something. I'll have to research it.




TheGazelle

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8th July 2008

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#160 12 years ago

MattyDienhoff;4643173I've encountered a problem in the stash mod, nothing show stopping, but I came across one of the stashes I modified while playing today. It was supposed to contain 180 rounds of 7.62x39 ammo, but when I looked in it, what did I find? 1200 rounds!

I checked the file and the number is 180, like I intended, so the reason might be something screwy with the new ammo types. Perhaps the game considers a quantity of 1 to be one full box or something. I'll have to research it.

I just did a quick calculation, and 1200/180 gives you 6.666666666666 So I don't think it has to do with ammo boxes. Unless it's doing some kind of weird rounding, STALKER does have a lot of weird ways it handles number...