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 Post subject: Sup3rWeap0nz Mod...
PostPosted: Tue 03 Apr 2012, 19:36 
Mercenary
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Well, I'm not dead. Just don't really play.

If anyone wants it, I will give it to them to host. However, if you digress from the original idea and make it all gay and shit, I will forever hate you and curse you to eternal damnation in my sleep.

With that being said, if there is someone who wants to host it, let me know. I will privately PM you the file. It's also "versioned" (history). A small list of what has been changed or what needs to be changed. Obviously this is only possible with player feedback. Last I remember, I wanted to change something with the shotguns or the Ruger. I really forgot. Has been too long.

Now I'm not saying I'm disowning it, or disbanding it. I just thought now that quickmode has a point to it, you can play this instead of the basic crap that Ben has going (no offence meant, lol). In other words--you are willing to and are going to agree to my proposed changes to it, even if you are taking care of it (I hope you DO make it better though).

K thx.

Edit1: For the retarded, the mod topic from ages ago is here: viewtopic.php?f=2&t=1079

Edit2: If anyone is wondering, the reason I couldn't host it anymore was due to my computer overheating and dying. I recovered the files, but the netbook that it ran off of was toast.

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Tue 03 Apr 2012, 21:02 
Super Mutant
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Ahh, I miss the old mod, pity I can't host...

The weapon mod would need quite a lot of updates considering the numerous changes to the game since the last time the server was up, for instance:

* New netcode
* Current move speed is 107% the old speed + infinite stamina
* Item slots instead of size/weight system
* Max cash rate is 5k instead of 10k
* Shock effect no longer an outright freeze while also granting heavy damage reduction
* Penetration=1 may no longer work as intended
* Phasic Bullets as a ricochet skill is available
* Gangsters can access the weapons
* New netcode and vehicle balance

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Tue 03 Apr 2012, 21:10 
Super Mutant
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Joined: Thu 30 Sep 2010, 22:07
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I'll do the hosting but I cannot maintain your SuperWeaponZ mod as I am always running short of time.

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Last edited by chross on Wed 04 Apr 2012, 02:47, edited 1 time in total.

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Wed 04 Apr 2012, 02:17 
Mutant
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Joined: Sat 26 Feb 2011, 16:03
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I can't host 24/7 but I could host it quite often so I'm available as a plan b

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Wed 04 Apr 2012, 04:28 
Mercenary
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Okay. Here's what I'm going to do. I will send the mod to STM, and have him mess with it. When I say maintain, I simply mean the balance of it since MAJORITY of the work is already done. When STM is done, I will have him send it to all of you and you can do what you want with it (AKA host it). Just remember, if he updates it (I'm giving it into his hands since I trust him), you have to accept it. And give him feedback on it, so that he can improve it further. Sounds good?

Also regarding conversion, my weapons.ini on this computer is still the same crap from version 0.601b. It's from 2010. I'll have him do whatever is needed to update the thing according to the standards.

Edit - It appears you have all forgotten, but in fact, everything in the mod is the same price. So it doesn't matter about the cash rate whatsoever. This is to let everyone be able to play with all the weapons and have fun with them... they were meant to be balanced enough to allow you to play what you like (they all cost 1337 amount). The file has been now sent to STM, and now depends on when he is done. Then you'll all get it.

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Wed 04 Apr 2012, 04:59 
Mutant
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good choice Evlesoa, STM would definately be your best choice for maintaining it

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Wed 04 Apr 2012, 05:06 
Mercenary
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Yea, well, he's very familiar with it. Herpderp and STM are both given credit in the mod file itself, since they were the ones that produced a lot of balance-related suggestions and ideas that I used to make it better. Kudos to them.

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Wed 04 Apr 2012, 05:27 
Super Mutant
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Nice. That is a good choice. Sorry to see you leaving Subvein. Maybe you will rejoin us with Outbreak!

Cheers,
chross

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Wed 04 Apr 2012, 05:32 
Mercenary
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chross wrote:
Nice. That is a good choice. Sorry to see you leaving Subvein. Maybe you will rejoin us with Outbreak!

Cheers,
chross


Well, I'm also moving countries soon... so then I'll really end up disappearing... haha.

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Wed 04 Apr 2012, 11:58 
Subvein Creator
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Welcome back Evlesoa :)

Tis a fun and crazy mod, looking forward to playing it again (plus having another server up and running is always welcome ;))

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Wed 04 Apr 2012, 22:43 
Super Mutant
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Alright, got it.

I just converted the weapons to the new format whatever that wasn't affected. I'm currently working on a way to deal with the new Shocktime, PenetratePlayers, Slots(which replaces Size) and PenetrateBarrier properties.

* Knife, Bazooka and Shock Revolver may need a big change because they rely on ShockTime.
* PenetratePlayers - Mainly AK and Spas, but others could get this as well. I'm experimenting on negative values, failing that I'll just set a very high penetrate value of 9999.
* Slots - All the weapons are affected, but most importantly grenades and bazooka. I'll use the size of the weapons as a general guide to which weapon in which slot, but this will be subject to the various combos that people use.
* I need to be test the ExplodeRange setting because there is now self explosion damage regardless of Friendly Fire. It may severely affect MP5 and Bazooka, and consequently Blast Cannon(swap with another weapon) as Blast Cannon is the only explosive so far I know that has no self explosion damage.
* Other balance stuff can wait until the above fundamental stuff is settled.

I'll release it to Chross and Altair once I'm done. Anyone else who wants to host it can ask me for it. Tentative release date sometime this weekend as I still need to be in camp tomorrow (but I'll be free on Friday to Sunday).

EDIT:
ExplodeRange tested. MP5 not affected, Bazooka affected. Blast Cannon still at risk of swapping.
PenetratePlayers=-1 is useable for AK and Nailgun BUT Spas cannot use a negative number.
Discovered Slot 4 is available. YAY!!!

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Thu 05 Apr 2012, 02:59 
Mercenary
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bencelot wrote:
Welcome back Evlesoa :)

Tis a fun and crazy mod, looking forward to playing it again (plus having another server up and running is always welcome ;))


Hey hey Ben. You're still around, that's good. I check up what's new every now and then. And yeah, it shouldn't die because it was something somewhat refined and semi balanced! There is always something new and interesting that can be added to it.

STM1993 wrote:
* PenetratePlayers - Mainly AK and Spas, but others could get this as well. I'm experimenting on negative values, failing that I'll just set a very high penetrate value of 9999.


Cool cool. If you want to create a new topic for it also, you can, I think. I do have a question though. Is there a difference between a penetrate value of 1 or 9999? Isn't it a boolean value? And I had an idea for one of the guns to penetrate and explode into walls... good for tight spaces. But I don't remember which gun I wanted to change; one that has been unmodified, if any.

Also, you are welcome to change the cost of the weapons, but... I'm not sure if you want to make guns "exclusive" in any way (i.e., available to the select few with lots of cash).

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Thu 05 Apr 2012, 03:40 
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Evlesoa wrote:
STM1993 wrote:
* PenetratePlayers - Mainly AK and Spas, but others could get this as well. I'm experimenting on negative values, failing that I'll just set a very high penetrate value of 9999.


Cool cool. If you want to create a new topic for it also, you can, I think. I do have a question though. Is there a difference between a penetrate value of 1 or 9999? Isn't it a boolean value? And I had an idea for one of the guns to penetrate and explode into walls... good for tight spaces. But I don't remember which gun I wanted to change; one that has been unmodified, if any.

Also, you are welcome to change the cost of the weapons, but... I'm not sure if you want to make guns "exclusive" in any way (i.e., available to the select few with lots of cash).

No longer a boolean, it is changed such that it is the exact number of people you can pierce through. Negative values work unless its the Spas, where it'd kill off the explode only on wall property.

As for exclusive weaponry, I'll try to avoid that unless certain weapons have to be really good to be useful.

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Thu 05 Apr 2012, 13:49 
Mercenary
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Ah, no longer boolean you say? Okay. That's good to know. Hmm, another idea could be having a weapon that could explode on contact, too. But spas is a unique weapon meant to mess with others who run into tight spaces... :P

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Sat 07 Apr 2012, 16:22 
Super Mutant
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After trying out some stuff in the weapons.ini, I realized I can't change much else there'd be a need for an overhaul. For now, I've kept every gun the same, left the slots as default Subvein slots, removed Shocktime from all weapons except Shock Revolver and disabled the AK(overpowered due to new penetratePlayers property) and M60(extremely laggy due to bounce problems). Let me know if the gangsters still somehow manage to obtain those 2 weapons AND SHOOT IT(they will sometimes appear with the weapon but I've made the clip size negative to stop them from shooting it) and of any feedback about the weapons.

I've sent the file to chross and Altair.

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Sun 08 Apr 2012, 08:14 
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If there's no shock time, there must be something to substitute it... I hope. Something to keep the guns interesting.

And uhm, can I get a copy? lol

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Sun 08 Apr 2012, 19:04 
Super Mutant
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I'll check this when I'm back home tomorrow. I'll set up a server then.

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 Post subject: Re: Sup3rWeap0nz Mod...
PostPosted: Sat 14 Apr 2012, 15:07 
Super Mutant
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I got feedback that:
* There is massive lag, attributed mostly to Railgun, Uzi, Spas. AK.
* Railgun is very overpowered, especially with Phasic Bullets.
* Bouncing Bullets and Phasic screw up a lot of weapons including MP5, Blast Cannon and Spas.
* Frenzy is very powerful.

Working on them. Also experimenting with new weapons.

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