Ballistic mod

Description: ============ The main motivation behind this mod is the overuse of hitscan weapons. Sure, they are easy to implement, bu...

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Description: ============ The main motivation behind this mod is the overuse of hitscan weapons. Sure, they are easy to implement, but they lack realism. A bullet is a material particle, having a finite speed and a finite mass. Therefore, a bullet needs some time to reach a target. Also the shooter should aim higher to make sure that his bullets will reach the target. Also you will be able to use meelee weapons also as projectiles, ie: throwing knifes, or throwing the spear (predator), or use the disc to slash oponents (meelee weapon). Silenced weapons were added, and the single player weapon sets were changed so that these added weapons can be seen in the vanilla campaigns, ie: in the "Betryal" marine mission. No, you do not get any character skins on this mod. The focus for this mod is weapons, not character skins. The following changes were done: Overall ------- - used the alpha channel to make weapons more shiny/metallic - knife - smartgun - minigun - wristblades - disc - predator pistol - spear - hotbomb Marine & Corporates -------------------

- the HUD layout was changed: - health and armor counters are now in the lower part of the screen - the crosshair for pulse rifle and grenade launcher were changed to help aiming in long range hits using grenades

Changed weapons: - All projectile based weapons, except SADAR and shotgun pelee are balistic (affected by gravity and having a finite velocity) - the minigun, smartgun and exosuit minigun fire tracer rounds - for some weapons, the crosshair was removed and replaced by ironsights - regular pistol - shotgun - the knife can be thrown (ALT-FIRE; the throw can be charged) - the shotgun can use in adition rubber bullets, to stun enemies - the minigun fires at a rate of 4000 rounds per minute and has a maximum of 300 rounds of ammo and has a stronger recoil - the sound of the EMP grenades is more "electric" - the exosuit minigun fires at a rate of 3750 rounds per minute.

Added weapons: - silenced pistol (detachable silencer) - jackhammer automatic shotgun (uses regular shells) - tactical pulse rifle (scope and silencer - two versions, one for corps and one for marines) - silenced rail gun (two versions, one for corps and one for marines) - hand grenades (uses same grenades as the grenade launcher) Added MP characters - Shugi - Recon (marine). Uses silenced weapons - Light Exosuit (marine). Can use regular napalm and minigun ammo - Seyri - Infiltrations (corporate). Uses silenced weapons - Synthetic Unit 396 (corporate). Cannot be set on fire or facehugged Alien ----- Added weapons: - The predalien has now the ability of tearing the head off of an oponent. Changed weapons: - Tail does progressive damage. Changed characters: - The Praetorian can wall-walk. Predator -------- Changed weapons: - both spears and hotbombs are now affected by gravity - the spear can be thrown - the disk can be used as meelee weapon Added weapons: - suicide (requires a full energy bar) Known issues: ============= - repeated change of character type under MP may lead to a crash to desktop - the hud may load the wrong images - the weapon counter for the silenced pistol doesn't work with the silencer removed - removing the silencer then selecting another weapon results (when selecting the pistol again) in having the pistol with the silencer on but acting un-silenced. - the blue sparks from the energy device are tinted with ambient light.

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Component:   Ballistic mod
Summary:     modified attribute files, crosshairs, sounds, models and code 
             to provide ballistic effects for firearms
Author:      Herr_Alien
Email:       garone80@yahoo.com
Build Date:  2007-12-02
Version:     2.0


WARNING:

 Changes made to the attribute files will prevent clients running this mod
to join servers which do not have it installed and loaded.


Description:
============
  The main motivation behind this mod is the overuse of hitscan weapons. Sure, 
 they are easy to implement, but they lack realism. A bullet is a material 
 particle, having a finite speed and a finite mass. Therefore, a bullet needs 
 some time to reach a target. Also the shooter should aim higher to make sure 
 that his bullets will reach the target.
  Also you will be able to use meelee weapons also as projectiles, ie: throwing
 knifes, or throwing the spear (predator), or use the disc to slash oponents
 (meelee weapon).
  Silenced weapons were added, and the single player weapon sets were changed so
 that these added weapons can be seen in the vanilla campaigns, ie: in the
 "Betryal" marine mission.
  No, you do not get any character skins on this mod. The focus for this mod is
 weapons, not character skins.
 
  The following changes were done:
  
  Overall
  -------
   - used the alpha channel to make weapons more shiny/metallic
      - knife
      - smartgun
      - minigun
      - wristblades
      - disc
      - predator pistol
      - spear
      - hotbomb
  
  Marine & Corporates
  -------------------

   - the HUD layout was changed: 
       - health and armor counters are now in the lower part of the screen
       - the crosshair for pulse rifle and grenade launcher were changed to
         help aiming in long range hits using grenades

    Changed weapons:
       - All projectile based weapons, except SADAR and shotgun pelee are balistic
         (affected by gravity and having a finite velocity)
       - the minigun, smartgun and exosuit minigun fire tracer rounds        
       - for some weapons, the crosshair was removed and replaced by ironsights
           - regular pistol
           - shotgun
       - the knife can be thrown (ALT-FIRE; the throw can be charged)
       - the shotgun can use in adition rubber bullets, to stun enemies
       - the minigun fires at a rate of 4000 rounds per minute and has a maximum of
         300 rounds of ammo and has a stronger recoil
       - the sound of the EMP grenades is more "electric"
       - the exosuit minigun fires at a rate of 3750 rounds per minute.

    Added weapons:
       - silenced pistol (detachable silencer)
       - jackhammer automatic shotgun (uses regular shells)
       - tactical pulse rifle (scope and silencer - two versions, one for corps 
         and one for marines)
       - silenced rail gun (two versions, one for corps and one for marines)
       - hand grenades (uses same grenades as the grenade launcher)
   
    Added MP characters
       - Shugi - Recon         (marine). Uses silenced weapons
       - Light Exosuit         (marine). Can use regular napalm and minigun ammo
       - Seyri - Infiltrations (corporate). Uses silenced weapons
       - Synthetic Unit 396    (corporate). Cannot be set on fire or facehugged
                  
  Alien
  -----
  Added weapons:
    - The predalien has now the ability of tearing the head off of an oponent.
  Changed weapons:
    - Tail does progressive damage.
  Changed characters:
    - The Praetorian can wall-walk.
    
  Predator
  --------
  Changed weapons:
    - both spears and hotbombs are now affected by gravity
    - the spear can be thrown
    - the disk can be used as meelee weapon
  Added weapons:
    - suicide (requires a full energy bar)
    
Known issues:
=============
 - repeated change of character type under MP may lead to a crash to desktop
 - the hud may load the wrong images
 - the weapon counter for the silenced pistol doesn't work with the silencer
   removed
 - removing the silencer then selecting another weapon results (when selecting
   the pistol again) in having the pistol with the silencer on but acting 
   un-silenced. 
 - the blue sparks from the energy device are tinted with ambient light.

Requirements:
=============
1. Aliens vs. Predator 2 installed      

Installation:
=============
 The installation process has several steps:
1. Copy the .rez file in your AvP2 game installation directory
2. Double click AvP2.exe (the game launcher)
3. Go to 'Options'.  
4. Add the the ballistic2.rez file in the 'Command-Line' field, at the end of it:
          
             -rez ballistic2.rez 

5. Check the box marked "Always specify these command-line parameters" to always 
    load the mod.

Instructions to uninstall:
==========================
1. Move/delete the .rez file from your AvP2 game installation directory
2. Double click AvP2.exe (the game launcher)
3. Go to 'Options'.  
4. Remove the the "-rez ballistic2.rez" part in the 'Command-Line' field


Thank you:
==========
 - Windebieste: 
    - working on UHM helped me understand better the workings of AvP2
    - for posting his method of work: make a plan, on a piece of paper then
      use it to asses what's the current stage the mod is in.
   
 - Moose_Head: it's a long list, folks, he helped me a lot.
    - pointing out that I can use the pvfx2pvmodel method to enrich the
      ironsights. This is how the shotgun's ghostring appeared.
    - the silencer: all the silencers you saw in this mod use the same
      .abc model, provided by Moose
    - pointing out the FOVXOffset 0; FOVYOffset 0; issue. You have no idea
      how out of place looked the tactical pulserifle without this.
    - pointing out the breech offset for the exo's minigun
    - pointing out a method to fix lighting on player view FX based attachments
    - pointing out the influence of rotation and scale of pvfx-es on their
      lighting.
    - classical scope model and texture
    - classical scope and red dot finder model and texture
    - tactical pulse scope (corporate version) model and texture
    - testing: plenty of bugs spotted by Moose.
    
 - my girlfriend, for putting up with me durring development.    


Licensing and Copyright notes:
==============================

The following models and textures cannot be used without the aproval of 
Moose_Head:
  - classicscope.abc
  - classicscope_reddotsight.abc
  - pulse_scope2.abc
  - silencer1.abc
  - ClassicScope_RedDotSight.dtx
  - TacticalScope_Corps.dtx
  - SILENCER.dtx
    
  Copyright (c) Herr_Alien, December 2007

 With the above mentioned exceptions, you are allowed to use all other parts of
 of the mod in your own mods.
 
 The following features need support from code; make sure you also use
 the mentioned file(s) to enable the feature:
   - throwing knife                   (object.lto and cshell.dll)
   - disk meelee attack               (cshell.dll)
   - throwing spear                   (object.lto and cshell.dll)
   - support for new icons            (cshell.dll)
   - proper lighting for attachments  (cshell.dll)

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Herr_Alien


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Registered 20th December 2006

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