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 Post subject: Re: CIVIL WAR MOD FTW
PostPosted: Fri Apr 19, 2013 2:38 pm 
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Joined: Thu Sep 27, 2012 4:41 pm
Posts: 392
Location: finland
ZnasVecKo wrote:
suxel33 wrote:
how about a civil war mod in which you only have one shot for each reload and the people are dressed up in union and confederate uniforms that would be sick

Not THAT complicated. It would require:
- New uniforms (which I suck at making)
- New gun models (which I suck at making)
- New sounds (which I suck at finding)
- New maps, as it makes no sense to use 19th century weapons in the 21st century (which I suck at making)
- New weapon stats

just ask couple good guys from community to help(i can help :D )

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 Post subject: Re: CIVIL WAR MOD FTW
PostPosted: Fri Apr 19, 2013 2:46 pm 
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Joined: Sat May 19, 2012 10:00 am
Posts: 256
Location: Belgrade, Serbia
joneau wrote:
ZnasVecKo wrote:
suxel33 wrote:
how about a civil war mod in which you only have one shot for each reload and the people are dressed up in union and confederate uniforms that would be sick

Not THAT complicated. It would require:
- New uniforms (which I suck at making)
- New gun models (which I suck at making)
- New sounds (which I suck at finding)
- New maps, as it makes no sense to use 19th century weapons in the 21st century (which I suck at making)
- New weapon stats

just ask couple good guys from community to help(i can help :D )

Oh, and new animations (which not even joneau is good at making :D)


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 Post subject: Re: Mod Requests
PostPosted: Fri Apr 19, 2013 2:56 pm 
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Location: finland
true new animations are needed too ( i dont actually know anyone from community which is good at animations except game devs of course)

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 Post subject: Re: Mod Requests
PostPosted: Fri Apr 19, 2013 4:10 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
joneau wrote:
true new animations are needed too ( i dont actually know anyone from community which is good at animations except game devs of course)


Speaking of animations, here's how to do it, basically http://www.modulaatio.com/runningwithrifles/videos/rwr_editor.avi. I don't even know where I was going with that.. a dance move with a kick? It also shows what kind of problems you can end up with if you go over the top with the limbs :D

After you're roughly done with the animation, you switch to view 1, save and quit, you open up soldier_animations.xml in notepad or similar, edit the key frame timestamps so that they make more sense with what you had in mind, adjust the playback speed, and refer to the animation in a weapon specification using the animation index, and start trial & error in a map that loads fast and gets you the correct weapon to start with.

Figuring out what the index for your animation is can be tricky, but using the comments in soldier_animations.xml and checking the indices used in riot_shield.xml, you should be able to connect the dots.

I'll help with that by allowing referring to animations using textual keys, but that'll come a bit later.


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 Post subject: Re: Mod Requests
PostPosted: Fri Apr 19, 2013 11:06 pm 
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Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States
A Civil war mod would need an overhauling of the AI. When you have weapons with low fire rates and accuracy, you tend to get very close to each other without hitting. This results in a lot of melee combat which isn't really ideal.

ComJak

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 Post subject: Re: Mod Requests
PostPosted: Sat Apr 20, 2013 9:53 am 
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Joined: Mon Jun 27, 2011 11:59 am
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ComJak wrote:
A Civil war mod would need an overhauling of the AI. When you have weapons with low fire rates and accuracy, you tend to get very close to each other without hitting. This results in a lot of melee combat which isn't really ideal.

ComJak


Probably you'd achieve something by tweaking the soldier AI parameters that direct the bot behavior rather than having to actually implement new logic which won't be possible in quite a while. Shouldn't take that many updates now to get the parameters externalized.


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