RUNNING WITH RIFLES
http://www.runningwithrifles.com/phpBB3/

bwc153's mods *most mods inactive*
http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=11&t=833
Page 1 of 2

Author:  bwc153 [ Wed Nov 21, 2012 7:43 pm ]
Post subject:  bwc153's mods *most mods inactive*

This will be where I post my mods/maps.

Currently I have three mods in WIP.


Mod #1: Realism Rebalanced Mod (RRM) Currently out of date, deleted DL link until it's ready for another release. Soon (TM)
It's not going for total realism, but the weapons are intended to perform more like their realistic counterparts while maintaining a balance in RWR.

General changes:
Killchance based more on caliber of weapon, though Sniper rifle retains 1-shot kill (even though it uses same caliber bullet as M240)
More variation between primary assault rifles
Machineguns are now a major battlefield force, capable of decimating soldiers not in cover. (Also more realistic magazine sizes)
MGs will slow the player down
All MGs can be shot while kneeling.
Commonness value for weapons changed to reflect usage and maintain balance (MG commonality reduced)
APC autocannon rate of fire increased, making APC compete with MGs in killing power.
HMGs are considered .50cals and will damage vehicles
Short Bursts are essential for accurate shooting!

Changes in red are WIP and will be included in next version


Mod #2: Developer Wars! (Jokemod) Mod currently out of date, DL link deleted, will update Soon(TM)
Stemmed from an IRC discussion. Take control of clones of either Jack Mayol or Pasik and duke it out for control of rwr!
WIP: Adding faction-specific chats to the various factions
WIP: Making Brown into RWR_Bot, everyone's favorite IRC spammer!

Mod #3: S.T.A.L.K.E.R. mod Mod currently WIP, close to release. Soon(TM)
Freedom vs. Duty vs. Mercs.

New Uniforms: Done.
Implementation of all intended weapons: Not Done
Weapon Balance: Not Done.
New HUD?: Experimental (not done)
Faction specific chat: Not done.


Mod #4 Miniguns!
So, I heard you like bullet storms...
Weapon has a custom UI and sounds and an amazing model made by Mankiller. This is a kick ass weapon for holding large numbers of enemies at bay!
Costs 250 RP at the armory, useable by all factions. Recommended to use short bursts.

Please provide feedback if it causes a frame rate drop or other oddities on slower systems! Doometal has tested the mod on a lower-quality PC and it does not cause any additional framerate, but it's always possible that it causes some issues...

Video and images. Video is of early version of model without new texture UV map, the image is a better representation of how the gun now looks.
https://www.youtube.com/watch?v=wGpdnD0I0TU
Spoiler:
Image


Note: Miniguns! mod has been incorporated into the official game, making the mod not necessary anymore. Any updates to the behavior of the weapon (probably in the future with increased modding capability of vehicle weapons) will be released as a mod.

Installation Instructions for mods are contained in their respective .rar files.

Author:  ZnasVecKo [ Thu Nov 22, 2012 10:25 am ]
Post subject:  Re: bwc153's mods

The pistol mod is a bit screwed up. You just need to remove the . from Colt .45 and it works perfectly.

Author:  bwc153 [ Thu Nov 22, 2012 5:24 pm ]
Post subject:  Re: bwc153's mods

Agh, must have been a patch - tbh I haven't actually played with it recently, and it's an old file back from August (and it worked fine then).

Thanks for the info! I'll get around to fixing that at some point.

Author:  ZnasVecKo [ Thu Nov 22, 2012 6:35 pm ]
Post subject:  Re: bwc153's mods

Also it makes the APC invincible due to no LAW :(

Author:  JackMayol [ Thu Nov 22, 2012 9:56 pm ]
Post subject:  Re: bwc153's mods

ZnasVecKo wrote:
Also it makes the APC invincible due to no LAW :(


almost... there are still grenades but ya pretty hard without LAW indeed ;)

Author:  bwc153 [ Fri Nov 23, 2012 2:37 am ]
Post subject:  Re: bwc153's mods

Actually the LAW is still pickupable (just not if you have a pistol), unless a patch broke that too. But the APC's slow turret speed (And tendency to stop when in combat) makes it an easy target for nades and mortar strikes, so it shouldn't be TOO much of an issue.. Though the commonness value on the pistol is higher, so it probably makes the LAW much more rarer - I'll see if I can't balance that out more.

I'll fix this stuff as soon as I get a working version of my map in order. (Sorry Jack for all the questions on IRC! :P)



EDIT: Upon further testing, yes - it does make the LAW unusable, which is odd - as I distinctly recall running into a crash back in August (part of the reason I didn't release it) when running over a LAW on the ground when I had a pistol already.

On that end, it is suggested to either play on maps without APCs, or to excercise caution when around them. ;)

Hotfix for pistols mod, fixing the issue that was mentioned with the decimal in the weapons_specifications, and adding the model (colt_45.xml) for the pistol that somehow did not make it into it's folder. I probably should not be going back and forth between trying to make a map, and putting files in folders for public consumption. :P

Small tweak for RRM.
Shotgun has more projectiles per shell (12), projectile speed is lower, kill chance raised. What this means is that the shotgun is much more deadly at close-mid range, and less effective at longer range.

Author:  bwc153 [ Sat Jan 19, 2013 7:57 pm ]
Post subject:  Re: bwc153's mods

Added another mod, a joke mod. Developer Wars.


Image
Image
Image
Image

Author:  joneau [ Sat Jan 19, 2013 8:00 pm ]
Post subject:  Re: bwc153's mods

:D nice mods you have there

Author:  pasik [ Sat Jan 19, 2013 8:13 pm ]
Post subject:  Re: bwc153's mods

Haha, Developer wars, simply brilliant :D

Now I just need to add some easter eggs for soldiers with these names..

Author:  bwc153 [ Mon Jan 28, 2013 3:31 am ]
Post subject:  Re: bwc153's mods

Realism Reblanced 1.1 is now up.
Compatible with version .78!

Changes: Most small arms get a sight range bonus (meaning you can "zoom" like the sniper rifle in vanilla), 1.3 for assault rifles, 1.5 for MGs, G36 gets bonus range due to scope, Sniper rifle bonus doubled from 1.4 -> 3.0!
Slight change to APC, slightly slower fire rate, tad more accurate.
Addition of spread_range variable, all weapons more inaccurate when fired full-auto, this was an intended feature initially - but was impossible due to modding constraints, special thanks for Pasik for listening to modders requests!

This has been MP tested, and works - slight bug if the client doesn't have the mod though leaving them at slight disadvantage when using MGs (vanilla mag capacity rather than mod capacity).

Page 1 of 2 All times are UTC
Powered by phpBB® Forum Software © phpBB Group
http://www.phpbb.com/