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RimWorld => Releases => Mods => Outdated => Topic started by: Evul on February 05, 2014, 02:24:54 PM

Title: [A10] Project Armory (v.3.00)
Post by: Evul on February 05, 2014, 02:24:54 PM
(http://projectarmory.se/gfx/logos/logo-main.png) (https://github.com/RimWorldProjectArmory/ProjectArmory)

(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)


Description:
Project Armory has around 200 firearms, launchers, grenades, melee and throwable weapons. We make content from every, time period, game and movie with the vanilla RimWorld graphics and sounds. The project is semi-open and all content in the mod are allowed to be used as you see fit we only ask the user to link us so other can find other weapons. Therefore we have created a tool so you easily can turn on and off weapons you don't like or don't want to have in your game. We also provide guides on how you export weapons into your own mod as well as to make a properly balanced weapon yourself, using various formulas for calculating damage, range, bullet speed, burst shot count, etc. Click here for a for a searchable list of stats and weapons. (https://docs.google.com/spreadsheet/ccc?key=0AgGM64gmrQWMdDVlVnl4UlQtbHlpdnNBYjRLMGY3MlE&usp=sharing) (The list is maintained by: Daryoon (http://ludeon.com/forums/index.php?action=profile;u=3393))

WWW.PROJECTARMORY.SE (http://projectarmory.se/)
RIMWORLDWIKI (http://rimworldwiki.com/wiki/Project_Armory_(mod))

(http://s30.postimg.org/su73n4rrl/Project_Armory3.png) (http://s30.postimg.org/8vmn70hox/Project_Armory3.png)
(Click for larger picture)


Mod Team:
Evul (http://ludeon.com/forums/index.php?action=profile;u=511) (Lead Developer)
Plymouth (https://ludeon.com/forums/index.php?action=profile;u=10464) (Lead Art designer & Developer)
StalkerCZ (http://ludeon.com/forums/index.php?action=profile;u=3265) (Programmer and Art designer)
bartekkru100 (https://ludeon.com/forums/index.php?action=profile;u=41834) (Art designer)
dbltap441 (http://ludeon.com/forums/index.php?action=profile;u=2810) (Programmer and Art designer)
elStrages (https://ludeon.com/forums/index.php?action=profile;u=18927) (Programmer and Art designer)

Former Members:
Felime (https://ludeon.com/forums/index.php?action=profile;u=18982) (Former Programmer)
Hexxagon (http://ludeon.com/forums/index.php?action=profile;u=2779) (Former Programmer)
Bog (http://ludeon.com/forums/index.php?action=profile;u=9095) (Former Programmer and Art designer)
Cala13er (http://ludeon.com/forums/index.php?action=profile;u=2481) (Former Programmer)
Architect (http://ludeon.com/forums/index.php?action=profile;u=2665) (Former Programmer)
generalcrusher (http://ludeon.com/forums/index.php?action=profile;u=2945) (Former Programmer and Art designer)
Entityofsin (http://ludeon.com/forums/index.php?action=profile;u=2998) (Former PR)
apljee (http://ludeon.com/forums/index.php?action=profile;u=1720) (Former Programmer)

Contributors:
Austupaio (http://ludeon.com/forums/index.php?action=profile;u=5723) (Contributed with: Bolter and new Bolt Pistol Texture)
Daryoon (http://ludeon.com/forums/index.php?action=profile;u=3393) (Contributed with: Google document weapon table. [Version; 2.05])
minami26 (http://ludeon.com/forums/index.php?action=profile;u=5752) (Contributed with: The weapon table illustration wallpaper. [Version; 2.05, 2.11])
mrofa (http://ludeon.com/forums/index.php?action=profile;u=2507) (Contributed with: The Extended_Bullet Assemblie [Version; 2.14 >])
Viperlol (http://ludeon.com/forums/index.php?action=profile;u=9096) (Contributed with: Textures for weapons)

(http://dev.evul.nu/rimworld/ProjectArmory/gfx/graphics/button-recruitment.png) (https://ludeon.com/forums/index.php?topic=2265.msg20609#msg20609)

Download:
(http://button.moddb.com/download/medium/83832.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-300)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?)
(http://projectarmory.se/gfx/buttons/mediafire.png) (http://www.mediafire.com/download/c5w058nj4fir5zt/ProjectArmory300b.rar)

Addons/Packs/Fan Content:

Not yet implemented.


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Restart Rimworld.



Screenshots:
(http://media.moddb.com/cache/images/mods/1/25/24707/thumb_300x150/Project_Armory.png)  (http://s4.postimg.org/ah7qpbyyl/Project_Armory.png)(http://media.moddb.com/cache/images/mods/1/25/24707/crop_120x90/ProjectArmory2.png) (http://s1.postimg.org/kbe84veln/Project_Armory2.jpg)
(Click for larger picture)

You can find more pictures at ModDB (http://www.moddb.com/mods/project-armory/images)




Bug and feedback tracker:

(http://dev.evul.nu/rimworld/ProjectArmory/gfx/graphics/button-testboard.png) (http://ludeon.com/forums/index.php?topic=2908.0) (http://projectarmory.se/gfx/buttons/mantis.png) (http://projectarmory.se/mantis)


User License:
All weapons texture and code may be altered to the users liking to fit the world the user wants to create. You may add or remove weapons of your downloaded Project Armory Pack to furthermore customize your world. You are also allowed to publish Project Armory weapons in your own modpack or mod. The only thing we ask for is that you link to our forum page so people that like the weapons can download more of them. You are not allowed to set price for this mod's content.

(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Project Armory by Project Armory Development Team (http://ludeon.com/forums/index.php?topic=1950.0) is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Based on a work at Ludeon (http://goo.gl/umqj5H).


FAQ:

Mod related questions

Q: How is weapon range calculated in this mod?
A: Click this link to go to the related post. (https://ludeon.com/forums/index.php?topic=1950.msg91803#msg91803)

Use of content related questions

Q: May i use a weapon or all the weapons in my mod?
A: Yes, its why this mod exist. All we ask is that you add a credit to Project Armory and link this forum page. So people can get more guns if they liked them! Se User Licence just above for more information.

You can also use this picture and link when you have integrated weapons from Project Armory:
(http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon01.png) (http://goo.gl/umqj5H)    (http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon02.png) (http://goo.gl/umqj5H)
(http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon03.png) (http://goo.gl/umqj5H)    (http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon04.png) (http://goo.gl/umqj5H)    (http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon05.png) (http://goo.gl/umqj5H)

Code: [Select]
[url=http://goo.gl/umqj5H][img]http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon01.png[/img][/url]

[url=http://goo.gl/umqj5H][img]http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon02.png[/img][/url]

[url=http://goo.gl/umqj5H][img]http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon03.png[/img][/url]

[url=http://goo.gl/umqj5H][img]http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon04.png[/img][/url]

[url=http://goo.gl/umqj5H][img]http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon05.png[/img][/url]

Q: May i do a submod/modmod or texture pack?
A: Yes just add a credit and send Evul (http://ludeon.com/forums/index.php?action=profile;u=511) a PM (http://ludeon.com/forums/index.php?action=pm;sa=send;u=511) so he can add your mod to the forum posts "Addons/Packs/Fan Content" section!

Q: How do i export a weapon?
A: To export a weapon you need to go to "...ProjectArmory\Defs\ThingDefs\" and copy the weapons and the bulletDef file you like to use. Then you paste it to your mod "...\YourMod\Defs\ThingDefs\". Next you need to go to "\Textures\Things\Item\" copy the weapons you selected. And paste them to your mod whit this pathway: "...\YourMod\Textures\Things\Item\". Make sure you copy the projectile if a custom one is use. You have now exported a weapon to your mod!
If you are publishing the mod make sure to add a link to Project Armory. Se the question; "May i use a weapon or all the weapons in my mod?".

Contributor related questions

Q: May i request a gun?
A: Yes you may. Replay to this topic with the name and link/picture of the weapon or armor. Or click here to request new content. You only need to type topic and description. (http://projectarmory.se/mantis/bug_report_page.php?category_id=27&reproducibility=100&severity=10&priority=10&summary=New%20Weapon:).

Q: Can i help?
A: Yes you may! Go to our requirement page (https://ludeon.com/forums/index.php?topic=2265.msg20609#msg20609) to find out more.

Q: I made a gun can you add it to your mod?
A: Yes we can, as long as it have similar graphics and sounds to vanilla RimWorld. Send Evul (http://ludeon.com/forums/index.php?action=profile;u=511) a PM (http://ludeon.com/forums/index.php?action=pm;sa=send;u=511). or upload it directly to a task at mantis and make a note.

Other questions:
Q: What is the name of the mascot and what weapons is he carrying?
A: The mascots name is Wheatles and have been around since the start of the mod project. The First version of Wheatles was published when the mod was released back in Q2 2014 he was then carrying a FN Fal and a L85A and a RPG-7 at the hes back. The 2015 version published 2015-01-13 carries a L85, AK47, H&K MP5K, Spas-12 and a Accuracy International AWM. The mascot have always had a name, but it the name was not published until the release of the 2015 version.


Misc:

Donate:
If you want to support the project and help Evul pay for the server the project uses. You can! Click the link below to donate. Everything is used to pay the for the CloudForge server! If donations is large enough we can also migrate the entire project to its own homepage.
(http://dev.evul.nu/RimWorld/ProjectArmory/gfx/graphics/button-donate.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=8MMD27TCVJZ5N)

Forum Banner:
Do you want to support or show that you are a part of the project? Here is a forum banner you can use! The banner is auto updated when new version or special events happening.
(http://goo.gl/nzPC1d) (http://goo.gl/umqj5H)
Code: [Select]
[url=http://goo.gl/umqj5H][img]http://goo.gl/nzPC1d[/img][/url]
Title: Re: [Project] Armory
Post by: Cala13er on February 05, 2014, 04:20:57 PM
Hello Evul,
               Loving the textures and idea/project. Just wanted to ask, is this a request for a mod which you're providing textures for or are you going to be making this yourself. Would like to know as I would be interested into modding these into the game if it is possible in Alpha 2 :)
Title: Re: [Project] Armory
Post by: AcDie on February 05, 2014, 04:39:41 PM
btw, we have 1 moar weapon pack (http://ludeon.com/forums/index.php?topic=1085.0).. i'm start test it with old version, looks nice ;D
Title: Re: [Project] Armory
Post by: Evul on February 05, 2014, 05:11:04 PM
Hello Evul,
               Loving the textures and idea/project. Just wanted to ask, is this a request for a mod which you're providing textures for or are you going to be making this yourself. Would like to know as I would be interested into modding these into the game if it is possible in Alpha 2 :)

I was planing on modding them in to the game as soon alpha 2 comes out. :) Thats why i added the label [Project] in front of the topic name.  :) Feel free to help out :)
Title: Re: [Project] Armory
Post by: knight133 on February 05, 2014, 06:30:58 PM
hello Evul, can i ask you to mod this very cool gun, the Attached image is a lebel model 1886 rifle and its very good gun once used by the french foreign legion.
and I'm sure people would like to to see this rifle in action like me

[attachment deleted by admin: too old]
Title: Re: [Project] Armory
Post by: Evul on February 05, 2014, 06:49:24 PM
Something like this i assume :)

EDIT: Updated it.

EDIT2: Values:
Code: [Select]
Name Lebel Model 1886
Class Rifle
Damage 18
Range 36
Accuracy 9
Mode single
Burst Speed -
Handling -
Warmup/Cooldown 195/0
Buy 750 $
Sell ? $
Aim time (sec.) 6,2
DPS 2,9

[attachment deleted by admin: too old]
Title: Re: [Project] Armory
Post by: knight133 on February 05, 2014, 08:50:15 PM
please add some flintlocks too because what I'm making is a custom scenario for alpha 1 or 2 and, the map is defense, my favorite old fort "The Alamo" and mixing the raiders with flintlocks and defenders with lebel rifles and revolvers too.
I have high hopes for you to make this mod very cool and oh if anyone here has any suggestions for my Alamo map please let me know.
   
Title: Re: [Project] Armory
Post by: Cala13er on February 06, 2014, 01:20:11 AM
Hello Evul,
               Loving the textures and idea/project. Just wanted to ask, is this a request for a mod which you're providing textures for or are you going to be making this yourself. Would like to know as I would be interested into modding these into the game if it is possible in Alpha 2 :)

I was planing on modding them in to the game as soon alpha 2 comes out. :) Thats why i added the label [Project] in front of the topic name.  :) Feel free to help out :)

Would Love to help out, if help is needed of course.
Also, Could you possibly make these guns for us.
G36C
CM901
ACR6.8
And no I'm not a fan of modern warfare 3, I've known these guns way before that awful game.
Title: Re: [Project] Armory
Post by: Evul on February 06, 2014, 09:07:57 AM
Hello Evul,
               Loving the textures and idea/project. Just wanted to ask, is this a request for a mod which you're providing textures for or are you going to be making this yourself. Would like to know as I would be interested into modding these into the game if it is possible in Alpha 2 :)

I was planing on modding them in to the game as soon alpha 2 comes out. :) Thats why i added the label [Project] in front of the topic name.  :) Feel free to help out :)

Would Love to help out, if help is needed of course.
Also, Could you possibly make these guns for us.
G36C
CM901
ACR6.8
And no I'm not a fan of modern warfare 3, I've known these guns way before that awful game.

Go ahead! :) I have never actually played MW3, i just know weapons. ^^

Keep pictures in 64x64 and try minimizing the color usage to be limited to current game graphics. To find templates of the current game weapons visit the wiki :)

I have also updated the M4A1 and the Revolver to be more sizable and look nicer. (i think i will remake them later again and use a little darker light grey.)

[attachment deleted by admin: too old]
Title: FN P90
Post by: Evul on February 06, 2014, 09:34:33 AM
New Weapon the FN P90

Code: [Select]
Name FN P90
Class SMG
Damage 5
Range 34
Accuracy 6
Mode burst(3)
Burst Speed 9
Handling ++
Warmup/Cooldown 100/0
Buy 900 $
Sell ? $
Aim time (sec.) 1,3
DPS 11,5

[attachment deleted by admin: too old]
Title: Re: [Project] Armory
Post by: Evul on February 06, 2014, 09:35:32 AM
please add some flintlocks too because what I'm making is a custom scenario for alpha 1 or 2 and, the map is defense, my favorite old fort "The Alamo" and mixing the raiders with flintlocks and defenders with lebel rifles and revolvers too.
I have high hopes for you to make this mod very cool and oh if anyone here has any suggestions for my Alamo map please let me know.

I will look in to it :)
Title: Re: [Mod (Project)] Project Armory
Post by: AcDie on February 07, 2014, 11:18:32 AM
until you provide dl link, don't change topic name from project to mod
Title: Re: [Mod (Project)] Project Armory
Post by: Evul on February 07, 2014, 11:26:24 AM
until you provide dl link, don't change topic name from project to mod

Roger that!
Title: Re: [Project] Project Armory
Post by: Evul on February 07, 2014, 12:59:03 PM
New weapon painted and values sett can be found in the first topic. Hopefully i will be able to add a custom sound later on. :)

Its the E-11 Blaster from you now were. Its under the Sci fi section.
Title: Re: [Project] Project Armory
Post by: Tynan on February 07, 2014, 01:44:25 PM
Man, there are gonna be so many guns in the game by this time next month....

Awesome :)

In case you want to get a head start on the format, here's an xml template. This data has a global parent for use with all guns, as well as the pistol's bullet and gun data. I hope it's mostly self-explanatory.

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Buildings>


<ThingDefinition Name="GunBase" Abstract="True">
<category>Item</category>
<eType>Equipment</eType>
<thingClass>Equipment</thingClass>
<label>Gun</label>
<equipmentType>Primary</equipmentType>
<isGun>True</isGun>
<pathCost>10</pathCost>
<useStandardHealth>True</useStandardHealth>
<selectable>True</selectable>
<maxHealth>100</maxHealth>
<altitudeLayer>Item</altitudeLayer>
<alwaysHaulable>True</alwaysHaulable>
<tickerType>Never</tickerType>
<storeCategories>
<Item>Weapons</Item>
</storeCategories>
<compSetupList>
<Item>Forbiddable</Item>
</compSetupList>
</ThingDefinition>

<ThingDefinition Name="BulletBase" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>Bullet</label>
<useStandardHealth>False</useStandardHealth>
<neverMultiSelect>True</neverMultiSelect>
<baseMaterialType>Transparent</baseMaterialType>
</ThingDefinition>

<!-- ============================================================== -->

<ThingDefinition ParentName="BulletBase">
<defName>Bullet_Pistol</defName>
<label>Pistol bullet</label>
<texturePath>Things/Projectile/Bullet_Small</texturePath>
<projectile>
<impactWorld>True</impactWorld>
<damageType>Bullet</damageType>
<DamageAmountBase>10</DamageAmountBase>
<Speed>55</Speed>
</projectile>
</ThingDefinition>


<ThingDefinition ParentName="GunBase">
<defName>Gun_Pistol</defName>
<label>Pistol</label>
<description>Ancient pattern automatic pistol. Weak and short range, but quick.</description>
<texturePath>Things/Item/Equipment/Pistol</texturePath>
<interactSound>InteractPistol</interactSound>
<purchasable>True</purchasable>
<basePrice>60</basePrice>
<verb>
<verbClass>Verb_Shoot</verbClass>
<cooldownTicks>30</cooldownTicks>
<hasStandardCommand>True</hasStandardCommand>
<canMiss>True</canMiss>
<projectileDef>Bullet_Pistol</projectileDef>
<accuracy>4</accuracy>
<warmupTicks>68</warmupTicks>
<range>24</range>
<fireSound>ShotPistol</fireSound>
<targetParams>
<canTargetPawns>True</canTargetPawns>
<canTargetBuildings>True</canTargetBuildings>
<worldObjectTargetsMustBeAutoAttackable>True</worldObjectTargetsMustBeAutoAttackable>
</targetParams>
</verb>
</ThingDefinition>

<!-- ============================================================== -->

</Buildings>
Title: Re: [Project] Project Armory
Post by: Evul on February 07, 2014, 01:46:47 PM
Man, there are gonna be so many guns in the game by this time next month....

Awesome :)

In case you want to get a head start on the format, here's an xml template. This data has a global parent for use with all guns, as well as the pistol's bullet and gun data. I hope it's mostly self-explanatory.

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Buildings>


<ThingDefinition Name="GunBase" Abstract="True">
<category>Item</category>
<eType>Equipment</eType>
<thingClass>Equipment</thingClass>
<label>Gun</label>
<equipmentType>Primary</equipmentType>
<isGun>True</isGun>
<pathCost>10</pathCost>
<useStandardHealth>True</useStandardHealth>
<selectable>True</selectable>
<maxHealth>100</maxHealth>
<altitudeLayer>Item</altitudeLayer>
<alwaysHaulable>True</alwaysHaulable>
<tickerType>Never</tickerType>
<storeCategories>
<Item>Weapons</Item>
</storeCategories>
<compSetupList>
<Item>Forbiddable</Item>
</compSetupList>
</ThingDefinition>

<ThingDefinition Name="BulletBase" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>Bullet</label>
<useStandardHealth>False</useStandardHealth>
<neverMultiSelect>True</neverMultiSelect>
<baseMaterialType>Transparent</baseMaterialType>
</ThingDefinition>

<!-- ============================================================== -->

<ThingDefinition ParentName="BulletBase">
<defName>Bullet_Pistol</defName>
<label>Pistol bullet</label>
<texturePath>Things/Projectile/Bullet_Small</texturePath>
<projectile>
<impactWorld>True</impactWorld>
<damageType>Bullet</damageType>
<DamageAmountBase>10</DamageAmountBase>
<Speed>55</Speed>
</projectile>
</ThingDefinition>


<ThingDefinition ParentName="GunBase">
<defName>Gun_Pistol</defName>
<label>Pistol</label>
<description>Ancient pattern automatic pistol. Weak and short range, but quick.</description>
<texturePath>Things/Item/Equipment/Pistol</texturePath>
<interactSound>InteractPistol</interactSound>
<purchasable>True</purchasable>
<basePrice>60</basePrice>
<verb>
<verbClass>Verb_Shoot</verbClass>
<cooldownTicks>30</cooldownTicks>
<hasStandardCommand>True</hasStandardCommand>
<canMiss>True</canMiss>
<projectileDef>Bullet_Pistol</projectileDef>
<accuracy>4</accuracy>
<warmupTicks>68</warmupTicks>
<range>24</range>
<fireSound>ShotPistol</fireSound>
<targetParams>
<canTargetPawns>True</canTargetPawns>
<canTargetBuildings>True</canTargetBuildings>
<worldObjectTargetsMustBeAutoAttackable>True</worldObjectTargetsMustBeAutoAttackable>
</targetParams>
</verb>
</ThingDefinition>

<!-- ============================================================== -->

</Buildings>

Sweet!
This will definitely speed up the weapon production! :D
Title: Re: [Project] Project Armory
Post by: Tynan on February 07, 2014, 02:15:40 PM
Let's keep it to the thread.

The ParentName attribute means that the item takes all the properties of the thing with that ParentName (before applying its own). Since all guns share many of the same properties, you'll want to use ParentName=GunBase for all your guns. This concept is called inheritance; you'll want to look it up.
Title: Re: [Project] Project Armory
Post by: Evul on February 07, 2014, 02:27:40 PM
True, your right!
So for exsample heres the values for the FN P90, the gun inherench the BulletBase, witch also inherench the Projectile shown in the code above. I'm i correct?
Is this a correct way of adding a gun? :)

Code: [Select]
<ThingDefinition ParentName="BulletBase">
<defName>Bullet_FNP90</defName>
<label>FN P90 bullet</label>
<texturePath>Things/Projectile/Bullet_Small</texturePath>
<projectile>
<impactWorld>True</impactWorld>
<damageType>Bullet</damageType>
<DamageAmountBase>5</DamageAmountBase>
<Speed>55</Speed>
</projectile>
</ThingDefinition>


<ThingDefinition ParentName="GunBase">
<defName>Gun_FNP90</defName>
<label>FN P90</label>
<description>A old day weapon used by special forces. It's quick and have high stopping power.</description>
<texturePath>Things/Item/Equipment/Weapon_FNP90</texturePath>
<interactSound>InteractPistol</interactSound>
<purchasable>True</purchasable>
<basePrice>60</basePrice>
<verb>
<verbClass>Verb_Shoot</verbClass>
<cooldownTicks>30</cooldownTicks> <!-- need to time it closer -->
<hasStandardCommand>True</hasStandardCommand>
<canMiss>True</canMiss>
<projectileDef>Bullet_FNP90</projectileDef>
<accuracy>6</accuracy>
<warmupTicks>100</warmupTicks> <!-- need to time it closer -->
<range>34</range>
<fireSound>ShotUZI</fireSound> <!-- need to confirm -->
<targetParams>
<canTargetPawns>True</canTargetPawns>
<canTargetBuildings>True</canTargetBuildings>
<worldObjectTargetsMustBeAutoAttackable>True</worldObjectTargetsMustBeAutoAttackable>
</targetParams>
</verb>
</ThingDefinition>
Title: Re: [Project] Project Armory
Post by: Tynan on February 07, 2014, 02:33:04 PM
I think that would run.

Also bear in mind you'll be able to make your own gunshot sounds and bullet graphics.
Title: Re: [Project] Project Armory
Post by: Evul on February 07, 2014, 02:35:33 PM
Awesome!
Sounds and bullets will be a side project. :)
Many thx for the sneak peek of the weapon XML! :D
Title: Re: [Project] Project Armory
Post by: Evul on February 07, 2014, 03:05:28 PM
@Cala13er
Any luck with your guns?
Title: Re: [Project] Project Armory
Post by: TimMartland on February 07, 2014, 03:50:10 PM
May I suggest creating an AS VAL assault rifle, G18 automatic handgun, RPG and Mosin 1891.
And maybe a DBS
Title: Re: [Project] Project Armory
Post by: Evul on February 07, 2014, 03:58:53 PM
Yes you may :)
Will make the weapon when i find a good pic and get inspiration for it. :)
Title: Re: [Project] Project Armory
Post by: Liquidsonic on February 07, 2014, 05:06:06 PM
Cool project. Since you're taking suggestions, a gun I would really like to suggest is the FN FAL rifle. Thanks in advance.

[attachment deleted by admin: too old]
Title: Re: [Project] Project Armory
Post by: Evul on February 07, 2014, 06:38:00 PM
(http://dev.coldevil.com/rimworld/Weapon_FNFAL.png)
Code: [Select]
Name FN FAL
Class Rifle
Damage 8
Range 36
Accuracy 5
Mode burst(3)
Burst Speed 7
Handling +
Warmup/Cooldown 108/0
Buy 1700 $
Sell ? $
Aim time (sec.) 1,8
DPS 13,3
Title: Re: [Project] Project Armory
Post by: Galileus on February 07, 2014, 06:56:56 PM
I've always used this site (http://world.guns.ru/index-e.html) for reference when modelling guns and doing research. There are some awesome weapons people rarely know and that fit beautifully into more sci-fi setting with a bit of retouch. Some notable things to look at:


OTs 14 Groza (http://world.guns.ru/assault/rus/ots-14-groza-e.html) - XM-29 SABR / OICW (http://world.guns.ru/assault/usa/xm29-oicw-e.html) - XM8 (http://world.guns.ru/assault/usa/xm-e.html) - FN F2000 (http://world.guns.ru/assault/be/fn-f2000-e.html) - HK G36 (http://world.guns.ru/assault/de/hk-g36-e.html) - KH G11 (http://world.guns.ru/assault/de/hk-g11-e.html) - QBS-06 (http://world.guns.ru/assault/ch/qbs-06-e.html) - FX-05 (http://world.guns.ru/assault/mex/fx-05-xiuhcoatl-e.html) - TRW LMR (http://world.guns.ru/assault/usa/trw-lmr-e.html) - CR-21 (http://world.guns.ru/assault/safr/vektor-cr-21-e.html) - K11 (http://world.guns.ru/assault/skor/daewoo-k11-e.html) - XM25 (http://world.guns.ru/grenade/usa/xm25-e.html) - USAS-12 (http://world.guns.ru/shotgun/skor/usas-12-e.html) - M6 (http://world.guns.ru/shotgun/usa/m6_usaf-e.html) - Jackhammer (http://world.guns.ru/shotgun/usa/jackhammer-e.html)
Title: Re: [Project] Project Armory
Post by: Evul on February 07, 2014, 07:01:56 PM
Sweet! I will save the page for future reference! :)
Also the weapon list, I've seen them before but now i know the name for them, and can make them :P
Title: Re: [Project] Project Armory
Post by: Galileus on February 07, 2014, 07:30:42 PM
Hah, world guns is really an awesome source, quite a few times browsing it I've found guns I've seen before, but never knew what they were ;)

If I can propose something, I would aim to find examples and fill in some areas:

Pistols - I would see them covering two types ("normal" and "strong") over 3 or 4 tiers. With your revolver I believe you have same kind of approach. Normal type could start off with some basic revolver and end up on 1911's or other Smith and Wesson. And no-one said there needs to be only one weapon of said type per tier if you end up with too many candidates, as you will :P Strong type is obviously slow and lower on accuracy, and going to end up on Deagle... unless you actually have taste ;)

SMGs - I would love to see these as a short-range assault riffles. Pretty impossible to do right now as far as I know - but maybe Tynan will read this post ;) What I'm talking about is accuracy and power falloff - basically SMGs should be more powerful than adequate AR at short range, pretty comparable at medium ranges and less accurate and less powerful at long ranges (while still being able to shoot quite far). As for families, with SMGs I would think every model is "normal" except for one example of "exceptional" in each tier. Basically, all SMG work on the same basis EXCEPT for one at every tier - for example P90 at tier 4 would excel at accuracy and speed at short ranges way more than other tier4 smg's, but at the same time suffer larger long-range penalties.

Assault Rifles - what I would love to see here would be differentiation between designated marksman rifles (ar-10, G3) and full-auto rifles (m4, m16). First group would have longer range, while second - longer bursts. These are obviously the same weapons - you can convert your M4, M16, G3 or any modern AR to be DMR, but this is not covered by the game. Thus - differentiation. DMRs are a compromise between sniper rifles and ARs - they do short bursts, are faster, but suffer lower range and damage than "real" sniper rifles.

Machine guns - I want them :3 And all over the place. All inaccurate, all low damage, some more, some less. Trading how much they suck at accuracy and damage for different stats in range and speed of reload between bursts.

Sniper rifles - aside existing "high accuracy, high damage, your colonists will miss every frellin time anyway" rifles, I would love to see some DRM high-end conversions. Pinging rifles - equipped with huge magazines of considerably smaller bullets. G36 is one that can be converted as such - into a rifle that deals rather low damage, but shoots much faster and is much more accurate than sniper rifle.

Consider these as "open thoughts" - use any of that if you want, if not... I'll do it if I find time :)
Title: Re: [Project] Project Armory
Post by: Evul on February 07, 2014, 08:18:10 PM
interesting thoughts :)
one thought i had now when i have the code is make all weapons caliber dependent meaning that all the a caliber do the same damage. Meaning if you get your hands on a 9mm weapon it will always do X damage with it. But the weapon may differ in firing rate, accuracy and range. (bullet speed is not effected. Cause its determine by the bullet)
or have different damage depending on weapon. Have not decided yet.
At the moment weapons have different values depending on the nature of the weapon and i change it a little now and then.

A thought i have for HMGs is to have a long slow burst(auto fire) 10-20 bullets low accuracy and longer recovery time. Damage depending on caliber. .50cal is deadly for exsampel but the person firing it cant hit for  shit.

Edit:
Exsample of caliber based damage system:
Code: [Select]
<ThingDefinition ParentName="BulletBase">
<defName>Bullet_9mm</defName>
<label>9mmm bullet</label>
<texturePath>Things/Projectile/Bullet_Small</texturePath>
<projectile>
<impactWorld>True</impactWorld>
<damageType>Bullet</damageType>
<DamageAmountBase>6</DamageAmountBase>
<Speed>55</Speed>
</projectile>
</ThingDefinition>
Title: Re: [Project] Project Armory
Post by: Galileus on February 07, 2014, 08:53:15 PM
I think we are up to something here.

First though you get with "damage per ammo" is "why?". Well, from logics standpoint it's fine, but from game design? You just throw away one of the variables out of the window, and this means harder balancing. But does it really? With as many variables as firearms present, it really does not... You have range, accuracy, speed, burst... maybe even reload in future (global increase in speed, but reload (meaning cover and wait) every X bursts shot). This does sound tempting, and allows for dropping of some variables which is really, REALLY good. With variable damage, player needs to check damage for each weapon - with damage based on caliber, it's always categorized in much neater fashion. And in the end effective DPS is dependent on accuracy and speed anyway - so balance wise it's the same. Really like this idea.

Now, the only problem I have here is the range variable. This is why I though of non-linear effectiveness falloff in the first place. Range is - IMHO - a rather shoddy variable to have. Especially with dmg per caliber, it could end up producing some "best of all" weapons - like M24/M16 flank combo right now (that annihilates anything). Range is more or less pre-determined - rifles will have bigger range, pistols lower and so on. This leaves a little room for improvement - you have speed and accuracy, and these can be more or less pre-determined as well. Now, variable effectiveness curve fixes that more or less - because range stops being this linear variable. Most of the time range wouldn't change all that much, BUT - example given earlier - AR with the same stats as SMG will still outrank SMG on long range while SMG will outrank AR on short range. It's simple scaling - ARs get 100% of their effectiveness in mid-long range, while SMGs do in short-mid range. While stats are the same, both weapons work differently. In-game it can be simply represented by "personal, short, mid, long, sniper" range indicator (or gradient), where it shows you green, yellow, red and black (unavailable) for different efficiency at different ranges. This gives amazing ability to differentiate weapons while keeping them in line. AI also would be easy to fix to it - because it would seek optimal range, more or less what it does now.

The only question remaining is how long till mod system is powerful enough to support it :P
Title: Re: [Project] Project Armory
Post by: Evul on February 07, 2014, 09:24:02 PM
I will when alpha 2 is released test the caliber based damage vs weapon damage. I think I self preferences the caliber based ammo due to the fact it's ammo that do the damage and the gun only give you the ability to fire it. And yeah it would give the player a overall easy overview on the weapons damage. It is also easier to get the weapons ready faster xD

Yeah range are a problem but it might be fixed in the future. I will ignore this problem for now and go for player preferred weapons :P
Cause I tend to let the Raiders in to the base cause I take them in crossfire. But yeah hopefully a bullet drop will be present.
Title: Re: [Project] Project Armory
Post by: Evul on February 07, 2014, 10:23:44 PM
This feels wrong can some one tell my why?

Code: [Select]
FN P90:
5.7x28mm SS190
damage 7

MP5A2:
9x19mm Parabellum
damage 9

FN FAL:
7,62mm NATO (7.62x51)
damage 8

M4A1:
5.56mm NATO
damage 6
Title: Re: [Project] Project Armory
Post by: Galileus on February 07, 2014, 10:40:32 PM
(http://upload.wikimedia.org/wikipedia/commons/4/4b/Cartridges_comparison.jpg)

7.62 vs 5.56 vs 9mm

The small bullet is the one you've assigned most damage to ;) Look closely at amount of gunpowder in there - even with smaller diameter, longer bullets house more - 150% more in the case of 5.56 vs 9mm. Then there is the shape - 9mm are fine against flesh, but will stop at kevlar.

You'll need to read on calibers and ammo types first, should help to actually crunch the MVs of guns using such ammo into the mix. Actually, MV's could give you most valuable data. 5.56 is much more... unpleasant... than 9mm, and 7's are just beasts. I'll look for some nice breakdown when I sober up :P
Title: Re: [Project] Project Armory
Post by: Evul on February 07, 2014, 10:47:06 PM
that was the prob xD should not do this when i'm tired xD

Edit:
Code: [Select]
FN P90:
5.7x28mm SS190
damage 5

MP5A2:
9x19mm Parabellum
damage 6

FN FAL:
7,62mm NATO (7.62x51)
damage 9

M4A1:
5.56mm NATO
damage 7
Title: Re: [Project] Project Armory
Post by: Steeley on February 08, 2014, 01:39:27 AM
Hi Evul! I was hoping you could take a personal request with making the assault rifle from the halo games? I can't give you any extra insight on what the values should be but if you can find the inspiration to make this gun, I hope you have fun making it if you chose to do so ^_^

[attachment deleted by admin: too old]
Title: Re: [Project] Project Armory
Post by: Evul on February 08, 2014, 05:53:27 AM
Sci fi weapons is always fun to make, especially iconic weapons. ^^
The MA5D Individual Combat Weapon System fires a 7.62 x 51 mm round :)
Title: Re: [Project] Project Armory
Post by: Evul on February 08, 2014, 08:30:36 AM
First serius caliber damage and speed values:
Code: [Select]
Flintlock bullet (damage 4, speed 45)

Energycrystal ammo 1 (damage 11, speed 57)
10×24mm Caseless (damage 12, speed 56)

5.7x28mm SS190 (damage 6, speed 55)
9x19mm Parabellum (damage 7, speed 55)
5.56mm NATO (damage 8, speed 56)
7,62mm NATO (7.62x51) (damage 10, speed 57)
12.7x99mm (.50 Browning Machine Gun) (damage 15, speed 55)

If anyone have other ideas or opinion speak now! :)
Title: Re: [Project] Project Armory
Post by: knight133 on February 08, 2014, 04:08:36 PM
The weapons I'd research alot and like to request:
Chassepot rifle (France)
Dreyse Needle Gun 1848 (Prussia)
couple Remington revolvers (maybe on both France and Prussia?)
colt 1861 navy revolvers (USA) 8) 8) 8) 8) 8) 8)
English flintlock Fowler rifle (England)
English flintlock Brownbess musket (England) 
Short Rapier (Spain)
French Saber (France)
and maybe a Napoleon Cannon and Gatling Gun(USA)
Title: Re: [Project] Project Armory
Post by: Galileus on February 08, 2014, 06:54:46 PM
Pfffff. Real men praise 1851 Navy / London Armory, not this new-age 1861 kiddie stuff :P
Title: Re: [Project] Project Armory
Post by: Evul on February 08, 2014, 07:54:30 PM
Quick update:
The original weapons of the game might be altered to fit the damage per caliber system. The poly thing that will be altered is the damage. It might be reduced or increased deepening on the type of weapon.

the pistol will probably by a high possibility have another name. but what? and what caliber? da da daaaaaaaa....
Title: Re: [Project] Project Armory
Post by: Galileus on February 08, 2014, 08:03:06 PM
The Never-Ending Eviscerating Handgun Of Pain, Suffering, Taxes And All That Stuff That Sounds Badass +1 Fish Stink Damage?
Title: Re: [Project] Project Armory
Post by: Evul on February 08, 2014, 08:08:50 PM
RW1-Ts
or something like that. OR use a name closer related to the texture of the gun.
Title: Re: [Project] Project Armory
Post by: Selgald on February 08, 2014, 08:55:11 PM
When i think in "tech levels", i would like to see, a bow, a slingshot and a spear.

For guns: have fun looking here:

http://www.heckler-koch.com/de/militaer/produkte/pistolen.html
http://www.heckler-koch.com/de/militaer/produkte/maschinenpistolen.html
http://www.heckler-koch.com/de/militaer/produkte/sturmgewehre.html
http://www.heckler-koch.com/de/militaer/produkte/maschinengewehre.html
http://www.heckler-koch.com/de/militaer/produkte/praezisionsgewehre.html

(Also i think its funny that here in Germany weapons are forbidden, but we have one of the largest weapon producers here oO
Title: Re: [Project] Project Armory
Post by: Evul on February 09, 2014, 09:36:52 AM
When i think in "tech levels", i would like to see, a bow, a slingshot and a spear.

For guns: have fun looking here:

http://www.heckler-koch.com/de/militaer/produkte/pistolen.html
http://www.heckler-koch.com/de/militaer/produkte/maschinenpistolen.html
http://www.heckler-koch.com/de/militaer/produkte/sturmgewehre.html
http://www.heckler-koch.com/de/militaer/produkte/maschinengewehre.html
http://www.heckler-koch.com/de/militaer/produkte/praezisionsgewehre.html

(Also i think its funny that here in Germany weapons are forbidden, but we have one of the largest weapon producers here oO

oh! that is got!
I will think about adding slingshots and bows, for survival reasons :P
I will when alpha 2 is realest experiment more with customized bullets.
a thought for bows and slingshots is to make the 'Craftable' from objects. example a bush. more advanced bows like composite bows and other kind of hunting bows would be buyable.

and the question remains if anyone have good name for the vanilla "pistol" feel free to add it.
Title: Re: [Project] Project Armory
Post by: Galileus on February 09, 2014, 09:42:01 AM
I would say Glock 19. It's your run-off-the-mill starting pistol.
Title: Re: [Project] Project Armory
Post by: Evul on February 09, 2014, 10:20:23 AM
They look the same. Think i will probably go for it.
Same for the rest of the glock series they will be easy to make. xD
Title: Re: [Project] Project Armory
Post by: Evul on February 09, 2014, 12:27:11 PM
The MA5D Individual Combat Weapon System is the United Nations Space Command standard-issue Assault Rifle after the Human-Covenant war.

[attachment deleted by admin: too old]
Title: Re: [Project] Project Armory
Post by: Selgald on February 09, 2014, 12:59:42 PM
For the standard pistole maybe a "future" TP-82? (http://en.wikipedia.org/wiki/TP-82)
As I know that was the only "Space Pistol" we have had so far xD

For RimWorld maybe make TP-2000 or such thing xD
Title: Re: [Project] Project Armory
Post by: Evul on February 09, 2014, 01:05:31 PM
Haha! That guns history is hilliries. Will definetly make one later. xD
Title: Re: [Project] Project Armory
Post by: Evul on February 09, 2014, 06:56:50 PM
You will need guns to kill this things.
(http://dev.coldevil.com/rimworld/WarriorBugs.png)
*Will not be in the Project Armory Mod (http://ludeon.com/forums/index.php?topic=1988.0)

Also i have to redo them i used wrong pixel size. BUT you'll get a hang of it :)

Kill them with this gun!
Morita Assault Rifle
(http://dev.coldevil.com/rimworld/Gun_MoritaAssaultRifle.png)
Title: Update new weapons and caliber damage!
Post by: Evul on February 10, 2014, 09:03:20 AM
Now the caliber have been updated with damage and speed. i will now show of some new weapons that I've painted in a formal fashion.

The processes of making weapons is effective, at the moment there are 13 weapons painted set with some value templates. I don't know yet, but hopefully you'll be able to have caliber and weapons in separate files, which will make it possible to turn on and off the guns you like and don't like. This will make the world you like more fitted to your imagination.

I will also alter the original weapons, this will also be an optional first of i will add caliber and weapon names to the weapons missing one. (Pistol will be Glock 19)

If i will be able to do this can only Tynan tell or i when alpha 2 is released. :)

Code: [Select]
defName Projectile Kit Class Label texturePath DamageAmountBase Speed
M_C_001 Modern 5.7x28mm SS190 Things/Projectile/Bullet_Small 6 55
M_C_002 Modern 9x19mm Parabellum Things/Projectile/Bullet_Small 7 55
M_C_003 Modern 5.56mm NATO Things/Projectile/Bullet_Small 8 56
M_C_004 Modern 7,62mm NATO (7.62x51) Things/Projectile/Bullet_Small 10 57
M_C_005 Modern 12.7x99mm Things/Projectile/Bullet_Large 15 55
Sf_AC_001 Sci fi (Alien) 10x24mm Caseless Things/Projectile/Bullet_Small 13 56
Sf_SWC_001 Sci fi (Star Wars) Energycrystal 1 Things/Projectile/SW_Laser 11 57
M_LC_001 Medeval (Late) Flintlock bullet Things/Projectile/Bullet_Small 5 45

Ak-47
"Proven to be a reliable weapon design and is now widespread."
(http://dev.coldevil.com/rimworld/Gun_AK47.png)

MA5D ICWS
"The MA5D Individual Combat Weapon System is the United Nations Space Command standard-issue Assault Rifle after the Human-Covenant war."
(http://dev.coldevil.com/rimworld/Gun_MA5D.png)

Morita Mk1 Assault Rifle
"The standard-issue rifle for the Mobile Infantry in early stage of the First Bug War, the Morita Assault Rifle, is actually the only infantry weapon used prior to the Second Battle of Klendathu."
(http://dev.coldevil.com/rimworld/Gun_MoritaAssaultRifle.png)

RPG-7
"A simple design and now whispered ancient weapon in the galaxy."
(http://dev.coldevil.com/rimworld/Gun_RPG-7.png)
Title: Re: [Project] Project Armory
Post by: Galileus on February 10, 2014, 09:19:22 AM
Actually, that's Morita Mk I Carbine, used mostly by officers and pilots - IIRC correctly, the later also tweaked it to allow for higher rate of fire. Morita Mk I AR is considerably longer and had an underbarrel shotgun attached to it ;)

But if you could implement the AR/shotty combo of Morrita Mk I AR in A2, that would be GLOOOORIOUS!

Anyhow, references airdrop! (http://www.imfdb.org/wiki/Starship_Troopers)

Also, a great site for looking at sci-fi guns. Will try to find some classics that should get included IMHO ;)
Title: Re: [Project] Project Armory
Post by: Evul on February 10, 2014, 09:27:06 AM
You are correct, and i'm wrong! ^^
Morita MK I Carbine is the correct name for it. ^^ Will make the Assault Rifle later. Thx for the headsup!

EDIT: Renamed it in my files :)
Title: Re: [Project] Project Armory
Post by: palandus on February 10, 2014, 08:08:46 PM
If I could suggest some weapons for you (if some have already been suggested I'm sorry in advance):

-> M202 Flash Rocket Launcher
-> XM29 OICW Assault Rifle
-> RPD Light Machine Gun
-> Hawk MM1 Grenade Launcher
-> .44 Caliber Desert Eagle
-> PPK12 Gauss Pistol (Fallout 2)
-> .45 Caliber Tommy Gun
-> Heckler & Koch G11
-> M72 Gauss Rifle (Fallout 2)
-> Pancor Jackhammer
-> Gatling Laser Cannon (Fallout 2/3)
-> Bozar (Fallout 2)
-> XL2 Laser Gun (Serious Sam 1/2)
-> Belt Fed Double Barrel Auto Shotgun (Doom Mod Russian Overkill)
-> Infantry Grade Yamato Cannon (Doom Mod Russian Overkill)

I'll probably have more later if you are interested.
Title: Re: [Project] Project Armory
Post by: Evul on February 10, 2014, 08:26:42 PM
Sweet! :D
I have weapons that i have not reviled to the public so you know. ;)
I like the list :) I just need to find a good side way picture of the weapon before i make them. If you happens to have links of them that would be much appreciated. :)
Title: Re: [Project] Project Armory
Post by: palandus on February 10, 2014, 09:00:53 PM
Sure I'll hunt down some side pictures in the future. Here is some decent side-shots for the ones I suggested:

http://world.guns.ru/grenade/usa/m202-flash-e.html (Flash M202)
http://soldieroffortune.wikia.com/wiki/XM29_OICW (XM29 OICW)
http://en.wikipedia.org/wiki/RPD_machine_gun (RPD)
http://www.imfdb.org/wiki/Hawk_MM1_grenade_launcher (Hawk MM1)
http://fallout.wikia.com/wiki/Gauss_pistol_(Fallout_2) (PPK12 Gauss Pistol)
http://fallout.wikia.com/wiki/M72_Gauss_rifle_(Fallout_2) (M72 Gauss Rifle)
http://fallout.wikia.com/wiki/Tommy_gun (Tommy Gun)
http://fallout.wikia.com/wiki/Combat_shotgun#Pancor_Jackhammer (Pancor Jackhammer)
http://fallout.wikia.com/wiki/Gatling_laser (Gatling Laser; Use the one with red highlights nearer to top)
http://fallout.wikia.com/wiki/Bozar (Bozar; essentially a fully automatic machine gun version of the 50 caliber sniper rifle)
http://www.serioussam.wikia.com/wiki/XL2_Lasergun (XL2 Laser Gun)
http://forum.zdoom.org/viewtopic.php?t=29915 (#3 Weapons = Schwarzer Zwerg [Double Barrel Belt Fed Auto Shotgun])
http://forum.zdoom.org/viewtopic.php?t=29915 (#8 Weapons = Yamato [Infantry Grade Yamato Cannon])

The Russian Overkill mod has a lot of interesting weapons that may be of interest to you, with pictures and descriptions!

Other weapons of interest:

http://dukenukem.wikia.com/wiki/Devastator_(DN3D) (Twin Devastators; Duke Nukem 3D)
http://dukenukem.wikia.com/wiki/Freezethrower (Freezethrower; Duke Nukem 3D)
http://dukenukem.wikia.com/wiki/Shrink_Ray_(DN3D) (Shrink Ray; Duke Nukem 3D)
http://echosector.com/files/doc/no_regret_reference_card.pdf (Several weapons of interest namely = AC88 Reaper, AR7 Rico, BK16 Crystallizer, LNR81 Liquefier, and XP5 Broiler)


Title: Re: [Project] Project Armory
Post by: Evul on February 11, 2014, 04:57:36 AM
You have some interesting weapons there! Some of them i think will be hard to replicate to rimworld, the shrink ray for example. :P

The weapons i have been trying to figure out are the laser ones. Due to the bream fire of the shots. I also need to solve that cause i have weapons having laser beam. The idea is to have many shots fired at the same time by sprites making he beam so the damage for example could be 1 standard but a hit will always be 10 so it will make 10 damage when hit. Due to the amount of shots fired. I need to experiment further wit h that to get it to work 100% and also not effect the preference of the game :)
Title: PA: Teaser
Post by: Evul on February 11, 2014, 06:52:01 AM
(http://dev.coldevil.com/rimworld/ProjectArmory/Banner3.jpg)
Title: Re: [Project] Project Armory
Post by: JonoRig on February 11, 2014, 02:20:19 PM
i would request more interesting world war era weapons, like the good old bren lmg
Title: Re: [Project] Project Armory
Post by: Evul on February 11, 2014, 03:18:51 PM
Like this one? ;)

(http://dev.coldevil.com/rimworld/ProjectArmory/Gun_Bren.png)
Title: Re: [Project] Project Armory
Post by: JonoRig on February 11, 2014, 04:06:21 PM
yeah, sorry, did i miss that...
Title: Re: [Project] Project Armory
Post by: palandus on February 11, 2014, 04:38:06 PM
That looks more like a BAR than a Bren.

As for a Laser... wouldn't it be simpler to have a single, long, piercing, beam rather than multiple smaller "Pulses". For the Gatling Laser, Pulse Lasers would be more appropriate for sure.

Title: Re: [Project] Project Armory
Post by: palandus on February 11, 2014, 05:02:01 PM
Other weapons of interest:

Quake II Hyperblaster [http://quake.wikia.com/wiki/Hyperblaster_(Q2)]
Quake II Double Barrel Shotgun [http://quake.wikia.com/wiki/Super_Shotgun_(Q2)]
Quake III BFG [http://quake.wikia.com/wiki/BFG10k_(Q3)]
Quake IV Blaster Pistol [http://quake.wikia.com/wiki/Blaster_(Q4)]
Quake IV Lightning Gun [http://quake.wikia.com/wiki/Lightning_Gun_(Q4)]
Quake IV Railgun [http://quake.wikia.com/wiki/Railgun_(Q4)]
Quake IV Dark Matter Gun [http://quake.wikia.com/wiki/Dark_Matter_Gun]
Several Guns from a Shooter I remember (GORE) [http://www.4drulers.com/gore/index.php?page=weapons; In particular = Flamethrower and UMC Sniper Rifle]
Bulletstorm Boneduster (Quad Barrel Shotgun)[http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/bulletstorm1; On the second page there is some decent side shots in a slideshow]
Several interesting Missile Weapons from ROTT [http://rotthq.com/general-rott-info/weapons/; in particular = Firebomb, Firewall, Drunk Missile, Heatseeker]

If I can think of some more I'll post some more.

Question: Was project armory going to be exclusively firearms or did you want melee weapon ideas as well? (even though melee weapons haven't been implemented yet either)
Title: Re: [Project] Project Armory
Post by: Selgald on February 11, 2014, 08:57:54 PM
I would also like to see the guns from Star Trek, phasers, phaserifles an more
Title: Re: [Project] Project Armory
Post by: Evul on February 12, 2014, 06:05:53 AM
yeah, sorry, did i miss that...

You did not, i added it  :)


That looks more like a BAR than a Bren.

BAR have the magazine under while a Bren have it on top. Its kiiind a hard to make a gun in 64x64 to fit, you sometimes need to scrap some details. :)

http://www.kitsune.addr.com/Firearms/Machine-Guns/M1918_Browning_Automatic_Rifle.jpg
http://world.guns.ru/userfiles/images/machine/mg10/bren_l4a4.jpg

As for a Laser... wouldn't it be simpler to have a single, long, piercing, beam rather than multiple smaller "Pulses". For the Gatling Laser, Pulse Lasers would be more appropriate for sure.

Don't know if its possible to maka a long beam at the moment. Only hwne alpha 2 is released i will be able to test it out. I need to test this more when alpha 2 is relesed :)

Other weapons of interest:

Quake II Hyperblaster [http://quake.wikia.com/wiki/Hyperblaster_(Q2)]
Quake II Double Barrel Shotgun [http://quake.wikia.com/wiki/Super_Shotgun_(Q2)]
Quake III BFG [http://quake.wikia.com/wiki/BFG10k_(Q3)]
Quake IV Blaster Pistol [http://quake.wikia.com/wiki/Blaster_(Q4)]
Quake IV Lightning Gun [http://quake.wikia.com/wiki/Lightning_Gun_(Q4)]
Quake IV Railgun [http://quake.wikia.com/wiki/Railgun_(Q4)]
Quake IV Dark Matter Gun [http://quake.wikia.com/wiki/Dark_Matter_Gun]
Several Guns from a Shooter I remember (GORE) [http://www.4drulers.com/gore/index.php?page=weapons; In particular = Flamethrower and UMC Sniper Rifle]
Bulletstorm Boneduster (Quad Barrel Shotgun)[http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/bulletstorm1; On the second page there is some decent side shots in a slideshow]
Several interesting Missile Weapons from ROTT [http://rotthq.com/general-rott-info/weapons/; in particular = Firebomb, Firewall, Drunk Missile, Heatseeker]

If I can think of some more I'll post some more.

Go right ahead! :) I will add weapons eventually, i focus on real world weapons at the moment. :)

Question: Was project armory going to be exclusively firearms or did you want melee weapon ideas as well? (even though melee weapons haven't been implemented yet either)

IF Tynan add melee weapons to the game i might start making them but for now i stick to firearms. :)
Title: Re: [Project] Project Armory
Post by: JonoRig on February 12, 2014, 11:02:59 AM
Ah, I love it, thank you :) I am possibly more excited for this and your arachnids mod then even the next official update (ignoring the fact your waiting for the update to be able to release it)
Title: Re: [Project] Project Armory
Post by: Evul on February 12, 2014, 11:57:50 AM
Haha, thank you good to hear. :D
Title: Re: [Project] Project Armory
Post by: knight133 on February 12, 2014, 04:48:34 PM
hey Evul, do you know if the guys who are makin rimworld are going to add multiplayer with AI players?
because I think it would be cool to add your armory mod to something like that right.  ;)  8) ;)
and could you add a Colt 1851 navy revolver, please thank you.
Title: Re: [Project] Project Armory
Post by: palandus on February 12, 2014, 05:53:56 PM
Tynan (who is the creator and developer of Rimworld) has stated that there will probably be Co-Op multiplayer, but that is down the road a bit.
Title: Re: [Project] Project Armory
Post by: knight133 on February 12, 2014, 07:02:51 PM
thanks, palandus.
Title: Re: [Project] Project Armory
Post by: Coenmcj on February 12, 2014, 09:44:51 PM
The addition of all of these guns is going to make my dream of being a renowned arms dealer come true.
Title: Re: [Project] Project Armory
Post by: Evul on February 12, 2014, 09:51:17 PM
Haha yeah it is a allot now 18 to be more exact. Won't do anymore until I get them to work 100%. As soon as I know that they work I start painting guns again. :)
Title: Re: [Project] Armory
Post by: Evul on February 12, 2014, 10:18:59 PM
Love to help out, if help is needed of course.
Also, Could you possibly make these guns for us.
G36C
CM901
ACR6.8
And no I'm not a fan of modern warfare 3, I've known these guns way before that awful game.

I just noticed I totally missed to add this requests to the list of weapons also I read wrong... xD
I thought it stood: "I can make" not "could you make" xD Dyslexia is a bitch. I added them to the request list now and I will make them first of all. After I've tested the other guns 100%. Only because I missed them, sorry for that. :3 :)
Title: Re: [Project] Project Armory
Post by: TimMartland on February 13, 2014, 07:19:56 AM
I just noticed that with the G36C, AS VAL, G18 and RPG-7 I could set up my BF3 loadout on all my colonists!
Title: Re: [Project] Project Armory
Post by: Evul on February 13, 2014, 09:05:55 AM
Sweet ^^
Title: Re: [Project] Project Armory
Post by: Tynan on February 13, 2014, 03:06:53 PM
Tynan (who is the creator and developer of Rimworld) has stated that there will probably be Co-Op multiplayer, but that is down the road a bit.

I wouldn't say that there will probably be multiplayer, just that it's possible, maybe.
Title: Re: [Project] Project Armory
Post by: Jones-250 on February 13, 2014, 05:17:57 PM
May I suggest the RK 95 Tp, a slightly more accurate AK-47 derivative? Perhaps with the ACOG?
And the Sako TRG 42 (aka 8.6 TAK 2000)?
(http://zonwar.ru/images/pistolet-pulemet/Valmet%20%20Rk.%2095/valmet_rk95tp_b2.jpg)(http://upload.wikimedia.org/wikipedia/commons/a/af/Sako_TRG-42.jpg)
Hmpfh... That amateur does not even have camo netting to break the shape of his helmet. Bloody parade/exhibition trooper... ;)
Title: Re: [Project] Project Armory
Post by: TimMartland on February 13, 2014, 05:51:44 PM
I just had a thought:
In the future, would it be possible to edit the load out of turrets? So many people complain that the stock turrets are poor, but imagine on with a full-auto 50CAL, or a high-powered laser that fires slow but fries raiders with precision like a magnifying glass, or a mass-acceleration cannon that turns muffalo into steaming red craters, or... I could go on for a while.
Title: Re: [Project] Project Armory
Post by: Tynan on February 13, 2014, 06:00:21 PM
I just had a thought:
In the future, would it be possible to edit the load out of turrets? So many people complain that the stock turrets are poor, but imagine on with a full-auto 50CAL, or a high-powered laser that fires slow but fries raiders with precision like a magnifying glass, or a mass-acceleration cannon that turns muffalo into steaming red craters, or... I could go on for a while.

It'll be easy to define new turrets.
Title: Re: [Project] Project Armory
Post by: Evul on February 13, 2014, 06:23:26 PM
I just had a thought:
In the future, would it be possible to edit the load out of turrets? So many people complain that the stock turrets are poor, but imagine on with a full-auto 50CAL, or a high-powered laser that fires slow but fries raiders with precision like a magnifying glass, or a mass-acceleration cannon that turns muffalo into steaming red craters, or... I could go on for a while.

It'll be easy to define new turrets.

Also meaning that i will make some turrets mayby in the future :P
Title: Re: [Project] Project Armory
Post by: palandus on February 17, 2014, 03:31:15 PM
Some more gun ideas for you:

Rapid Assault Weapon (Blake Stone) [http://blakestone.wikia.com/wiki/Rapid_Assault_Weapon]
Anti-Plasma Cannon (Blake Stone) [http://blakestone.wikia.com/wiki/Anti-Plasma_Cannon]
Plasma Discharge Unit (Blake Stone) [http://blakestone.wikia.com/wiki/Plasma_Discharge_Unit]
Dual Neutron Disruptor (Blake Stone) [http://blakestone.wikia.com/wiki/Dual_Neutron_Disruptor]
Flare Gun (Blood) [http://blood.freewiki.in/index.php/Flare_Gun]
.50 BMG Sniper Rifle (Blood) [http://blood.freewiki.in/index.php/Sniper_Rifle]
Vulcan Cannon (Blood) [http://blood.freewiki.in/index.php/Vulcan_Cannon]
Death Ray (Blood) [http://blood.freewiki.in/index.php/Death_Ray]
Singularity Generator (Blood) [http://blood.freewiki.in/index.php/Singularity_Generator]
M56 Smart Gun (AVP) [http://avp.wikia.com/wiki/M56_Smartgun] (may find better picture later)
M83 SADAR (AVP) [http://avp.wikia.com/wiki/M83_SADAR] (may find better picture later)

More for later (got long list, but need to hunt down side shots for em... not so easy)
Title: Re: [Project] Project Armory
Post by: Evul on February 17, 2014, 04:49:44 PM
Yeah finding good pics for weapons isn't the easiest sometimes. ^^
Ill add the list to my list. :)
Title: Re: [Project] Project Armory
Post by: Delta_Com on February 18, 2014, 10:19:43 AM
You should add some of the weapons from the Metro series, such as the Heavy Auto Shotgun (a modified 50 call mg)  http://metrovideogame.wikia.com/wiki/Heavy_Automatic_Shotgun_(Abzats) (http://metrovideogame.wikia.com/wiki/Heavy_Automatic_Shotgun_(Abzats)) or the Volt Driver (a jury-rigged 9mm railgun) http://metrovideogame.wikia.com/wiki/Hellbreath_(Volt_Driver) (http://metrovideogame.wikia.com/wiki/Hellbreath_(Volt_Driver))
Title: Re: [Project] Project Armory
Post by: Evul on February 18, 2014, 10:37:53 AM
oohh!!! Metro weapons! They are awesome!
Also i think they would work as improvised weapons in the RimWorld setting. :D
I hope a item construction system is made, then i can make thees weapons made insted of buyable :D

Ill add them to the list. :)
Title: Re: [Project] Project Armory
Post by: TimMartland on February 18, 2014, 04:27:43 PM
Yeh, If craftables come into it it would be awesome to see some custom weapons. They might backfire though!
What I also thought would be cool would be some kind of ARC gun that fires lightning-like electricity that fry targets but have a chance to misfire, electrocuting friendly turrets and machines in the area. You could reuse some of the texturing an animation from the stock lightning strikes, only horizontal.

Also, I know it would probably be impossible, but when armour or equipment is implemented imagine if you could add some kind of grapple equipment (Maybe reminiscent of AoT's Maneuver Gear?)
Title: Re: [Project] Project Armory
Post by: JonoRig on February 18, 2014, 06:07:38 PM
In addition to the lovely bren you made, and any other interesting WW I/II weapons you may or may not decide to do, i wouldnt mind seeing some weapons from some of the inspirations of this game (Firefly/WH40k) i wouldnt mind seeing some high level raiders landing with hi-tech gear based on that from the Tau, or some cobbled together low level stuff like that from the Orks
Title: Re: [Project] Project Armory
Post by: Evul on February 18, 2014, 07:57:28 PM
@TimMartland
Nothing is impossible, only more or less frustrating to accomplish ^^

@JonoRig
Will make more WWI/II weapons as soon as alpha 2 is out :)
I was thinking of adding some weapons from the orks, with a funny effect, they don't work due to the lack of WAAAAAGH!!!!!!
But i have some weapons from the Imperium of Man implemented, and the weapons do have the egel on them ;D
Title: Re: [Project] Project Armory
Post by: JonoRig on February 19, 2014, 04:54:22 AM
Awesome, tbh, I was just thinking of ideas more then suggestions, I look forward to seeing all the models you haven't revealed yet
Title: Re: [Project] Project Armory
Post by: Evul on February 23, 2014, 08:19:49 PM
There are not many but there are some i have not revealed. :D

I am searching for custom weapon sounds matching the rest of the game if anyone can help out with that I would be happy! :)
Title: Re: [Project] Project Armory
Post by: Quaigon on February 25, 2014, 06:37:17 AM
i would love the weapons from star-gate:
(http://www.coldnorth.com/owen/game/stargate/staffweapon.jpg) and
(http://static4.wikia.nocookie.net/__cb20110817005710/stargate/images/a/ae/ZatGun-Closed-transparent.png)
Title: Re: [Project] Project Armory
Post by: Evul on February 25, 2014, 08:44:42 AM
Do they cause an explosion on inpact? Dont recall. ^^
Title: Re: [Project] Project Armory
Post by: Evul on February 26, 2014, 10:33:54 AM
Countdown starts now...
Title: Re: [Project] Project Armory
Post by: TimMartland on February 26, 2014, 12:32:57 PM
Alpha 2 is out! Wooo!
What will this mean for Project Armoury? Is afformentioned countdown counting down to mod release?
Title: Re: [Project] Project Armory
Post by: Evul on February 26, 2014, 12:38:29 PM
Indeed :)
Waiting for ModDB.
Title: Re: [Project] Project Armory
Post by: Evul on February 26, 2014, 12:42:22 PM
Project Armory V1.00 is officially released (http://www.moddb.com/mods/project-armory)
(http://button.moddb.com/download/medium/66254.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-100)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: TimMartland on February 26, 2014, 12:43:16 PM
-drool-
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Selgald on February 26, 2014, 12:57:35 PM
Could you also make an alternativ dropbox, mediafire dl link? moddb is horrible...
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on February 26, 2014, 01:02:50 PM
I can host it on my server but i wanted the download history. :P
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Selgald on February 26, 2014, 01:04:05 PM
you can see the number off downloads at mediafire, dropbox iam not sure.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on February 26, 2014, 01:05:37 PM
its on my server link on the first page.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Timber on February 26, 2014, 02:38:09 PM
Do these have custom sounds?
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on February 26, 2014, 02:41:51 PM
Not yet i'm afraid.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: AcDie on February 26, 2014, 02:58:01 PM
maybe fs (http://www.freesound.org/search/?q=guns&f=tag%3Ashooting&s=score+desc&advanced=0&g=1) will helps
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Tynan on February 26, 2014, 03:02:12 PM
maybe fs (http://www.freesound.org/search/?q=guns&f=tag%3Ashooting&s=score+desc&advanced=0&g=1) will helps

It's where I got most of the sound in the base game (heavily remixed, of course):P
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on February 26, 2014, 03:26:46 PM
Well sweet ^^
I will look around and see if i can get something. :)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on February 26, 2014, 07:54:50 PM
We need your feedback to continue :D
The project will continue forward and I will tweek and balance all the weapons so nothing is overpower. I will soon start make some more weapons from the sugestion list.
Custom sound will be in the mod eventually. I'm not that good on sound tweeting and it will be on low progres state.

Feel free to add you feed back and tips to help us out!
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Dibblah on February 26, 2014, 08:55:55 PM
Superb mod  :D, just started using it, there is however a minor detail i'd like clarified if possible.

It's about the stats of the weapons, maybe i'm looking in the wrong place or not paying close enough attention to detail, but is there actually a full list of all weapons and their stats currently in the mod somewhere?

It would make things a lot easier to figure out if the weapons from the latest batch of raiders are worth holding on to or not.  ;)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on February 26, 2014, 09:07:20 PM
I can publish a full list of damage, delay and other values that is interesting for the weapons tomorrow. :)

EDIT: I think you can see the stats when you buy the weapons with traders. Not sure to. :P
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Dibblah on February 26, 2014, 09:43:31 PM
Nifty that would be awesome if you would do that thanks :) and i'll keep an eye on the arms dealer, see if they list the stats.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Dibblah on February 26, 2014, 11:23:54 PM
Finally got the com station built :) and yep you can see damage delay and range.

I'd be mighty grateful if you'd still publish the full list though.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: DarkXess on February 27, 2014, 12:10:56 AM
Release frontpaged on the Modsaholic homepage (http://www.modsaholic.com/index.php/index.html/_/rpg-news/rimworld-project-armory-r276).

Thanks for posting your release. You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/509-project-armory/)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: htoxborrow on February 27, 2014, 12:56:45 AM
I didn't see Van Helsing's Automatic Crossbow or Space Marine 40k Bolter Rifles.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on February 27, 2014, 06:50:27 AM
They might come :P
Title: Project Armory Stats Info
Post by: Evul on February 27, 2014, 04:38:09 PM
Code: [Select]
Weapon Damage Warmup Range BurstShotCount Price
AK-47 8 110 32 3 180
Bren 10 300 28 20 310
Colt Police Positive 11 88 20 N/A 50
E-11 Blaster 11 80 28 N/A 78
FN FAL 7 109 34 4 205
FN P90 4 70 22 4 195
Glock 18 8 72 24 3 60
H&K G11 6 90 30 3 245
L85A1 7 75 35 2 260
Lasgun 4 95 30 N/A 120
Laspistol 4 90 24 N/A 80
Lebel Model 1886 8 130 35 N/A 120
M2 Browning 12 320 30 28 680
M41-A PulseRifle 10 125 35 5 400
M4A1 7 108 28 3 385
MA5D ICWS 7 120 35 4 400
Morita MK I Carbine 7 108 35 3 380
MP5 A2 8 108 24 3 220

(Also on the frontpage)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: TimMartland on February 27, 2014, 04:40:42 PM
I installed and activated this, but I haven't yet seen any of the custom weapons. I have encountered one arms dealer and fought of about 10-12 raider waves, but only the stock guns seem to be turning up. How do I get the new gear?
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on February 27, 2014, 04:45:19 PM
Combat Supplier Traders always sell weapons randomized. But in order to make raiders carry weapons you need to activate "Project Armory Raider (All)". That will make raiders carry all weapons containing in the mod. If you only want them to carry modern day real life weapons you need to activate "Project Armory Raider (M)".
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evelyn on February 27, 2014, 07:17:55 PM
Very nice mod, but it seems to be pretty unbalanced. Specifically the AK-47 Russian fanboyism. As well, why is the Lasgun weaker than an MP5, and with shorter range than an assault rifle from the 1940s?
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on February 27, 2014, 08:51:24 PM
Working on the balancing :) Also i am going on damage per caliber changing accryassy, warmup/cooldown and burst fire as a primary balancer. I will lower the damage of the Ak47 as I also think it'd kind a high same goes for the range.

As for the lasgun they suck but good in numbers. Kind a cheap to make in the imperium. There for the damage level is kind a low i will decrease the cooldown for to compensate. I will make the Hot-shot las or hellgun. That do "slightly" more damage then the lasgun. :)

Thanx for the input it will be grate for further development!
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: SleepyFox on February 28, 2014, 04:14:18 AM
A friend suggested the Railgun from Quake. Though he's suggesting 80 Range and 100 Damage (with a super-long fire time). I personally think it's a bit OP damage-wise, but some kind of rail-sniper WOULD be pretty keen. Long charge-up, long-range, high damage, but it'd be like the M-24 in the hands of one of your experienced snipers. (Expensive as balls though.)
Title: Re: [Project] Project Armory
Post by: Quaigon on February 28, 2014, 05:36:34 AM
Do they cause an explosion on inpact? Dont recall. ^^

the staff causes small explosions, but dont set flesh on fire, as they cauterize it. stuff can be lit on fire at the series.
the z's dont light things on fire, but stun the people hit for a considerable timespan. if hit a 2nd time while in stun, the target dies. if you hit a corpse (that was killed by a z-weapon) it vanishes.

I dont think, this will be easy, but you can do it, im sure :) the stuff is very easy to aim, as it is so long and the z takes high skill lvls to aim at medium to long ranges
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: TimMartland on February 28, 2014, 02:27:55 PM
I enabled the Armoury100(All) Version instead of the Armoury100, but still no luck
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on February 28, 2014, 02:45:51 PM
3 ways to see if the weapons are activated.
Are the pistol at the beginning renamed?
Are the shotgun renamed?
Are the weapons appearing in the trade menu.

Raiders are little more tricky, the original weapons seams to be favored and they are also a lite more common then the modded. It will change when more variety to weapons come.

IMPORTANT:
Also you need both the raider and the Armory Mod enabled :)
Cause the raider mod need Project Armory to work. :)

This is also described in the mod description when activating mods. (Also the raider mod have a pic of a radier while the weapon mod does not. :) )


Project Armory description
Code: [Select]
Project Armory adds new weapons to the RimWorld Universe from different games movies and real world periods from the Victorian era to modern day.

Armed Raiders:
You need one active Project Armory Raider Mod to make raiders carry the weapons.

(Make sure you use the correct kit for your installation. You can�t have more than one kit active.)

Project Armory Raider (All) description
Code: [Select]
(Requires: Project Armory)
This mod makes all the raiders able to carry Project Armory weapons. There is multiple flavor kits, so you can use the one you like the most.

Kit: Armed Raiders

NOTE: You can't have more than one raider kit active!

EDIT:
It should lool like this in order to work:
(http://dev.coldevil.com/rimworld/projectarmory/acct.png)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Plasmatic on February 28, 2014, 03:26:18 PM
I request a Berrett M82, the current (I think anti-material rifle of some armies somewhere)
I believe the variant XM500 is what is used today..

It's basically the M95, but in a semi-automatic state vs the M95 bolt-action.

http://en.wikipedia.org/wiki/Barrett_M82

It's a sniper rifle that fires a 12.7mm shot (.50 cal) a Loooooong way :P far bigger and badder than a M24.. but would obviously take longer to fire and aim and such..
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on February 28, 2014, 03:55:18 PM
Do they cause an explosion on inpact? Dont recall. ^^

the staff causes small explosions, but dont set flesh on fire, as they cauterize it. stuff can be lit on fire at the series.
the z's dont light things on fire, but stun the people hit for a considerable timespan. if hit a 2nd time while in stun, the target dies. if you hit a corpse (that was killed by a z-weapon) it vanishes.

I dont think, this will be easy, but you can do it, im sure :) the stuff is very easy to aim, as it is so long and the z takes high skill lvls to aim at medium to long ranges

I will look in to it :)
I think the weapons will be a rarity. Due to the nature of them. :)

I request a Berrett M82, the current (I think anti-material rifle of some armies somewhere)
I believe the variant XM500 is what is used today..

It's basically the M95, but in a semi-automatic state vs the M95 bolt-action.

http://en.wikipedia.org/wiki/Barrett_M82

It's a sniper rifle that fires a 12.7mm shot (.50 cal) a Loooooong way :P far bigger and badder than a M24.. but would obviously take longer to fire and aim and such..

This one is already on it's way in to the mod ;)

A friend suggested the Railgun from Quake. Though he's suggesting 80 Range and 100 Damage (with a super-long fire time). I personally think it's a bit OP damage-wise, but some kind of rail-sniper WOULD be pretty keen. Long charge-up, long-range, high damage, but it'd be like the M-24 in the hands of one of your experienced snipers. (Expensive as balls though.)

I don't think the weapon should have 100 damage :P its a liiiiitle bit to much. But long range and higher damage and long recharge time could defiantly be the stats. :)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: NephilimNexus on March 01, 2014, 01:09:10 AM
Req: Phased plasma rifle in the 40-watt range.

/joke off

Actually, real request: The HK G11

(http://www.imfdb.org/images/thumb/c/cf/HK_G11_caseless_Rifle.jpg/400px-HK_G11_caseless_Rifle.jpg)

If you're thinking "That kinda looks like the gun from Aliens" you're right.  This is the real gun that it was based off of.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: JonoRig on March 01, 2014, 02:50:17 AM
I swear I've seen the H&K g11 in game with this mod...
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 01, 2014, 03:03:28 AM
You are correct I do exist already :)
The stats lost have the gun :)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: TimMartland on March 01, 2014, 06:21:22 AM
You need both? Oh, now I feel stupid :D Thanks for helping and good luck.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 01, 2014, 01:07:11 PM
For upcoming developers i will setup a SVN server for development. The server will be the development site aka all files will be saved
there. But! If anyone else have a better site for development recommend me :)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Hexxagon on March 01, 2014, 01:13:26 PM
I'd use a shared Google drive folder :D
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 01, 2014, 01:16:36 PM
Not developmently enoth :P
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Hexxagon on March 01, 2014, 01:31:36 PM
Not developmently enoth :P



 :'(
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 01, 2014, 01:36:14 PM
A SVN makes it possible to see changes and compare with the old version and upload and backup stuff on the fly. :P
(yes i know google drive do some of the stuff to :P)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Tynan on March 01, 2014, 01:53:18 PM
CloudForge hosts the RW dev SVN; it seems to work well and there's a free option.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Epicnator on March 02, 2014, 07:35:33 AM
Could you add the MP-40 and the Mosin Nagant onto project armory?

Mosin Nagant - since it chambers a big ass 7.62 round, high damdge and medium-high rate of fire

MP40 - 9mm,  low damdge but high-rate of fire and 32-round capacity
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 02, 2014, 08:44:40 AM
CloudForge hosts the RW dev SVN; it seems to work well and there's a free option.

Thanx Tynan! :D

Could you add the MP-40 and the Mosin Nagant onto project armory?

Mosin Nagant - since it chambers a big ass 7.62 round, high damdge and medium-high rate of fire

MP40 - 9mm,  low damdge but high-rate of fire and 32-round capacity

We look in to it :)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 02, 2014, 08:54:54 AM
Before any developer start doing stuff we need to get everyone in to the SVN and on the same page. :)

@dbltap441 is it possible to use the teamspeak you linked earlier for some kind a meeting? :)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: WolfgangPolska on March 02, 2014, 03:34:42 PM
Two questions:
1# How you made that colonists'  equipped guns are visible??
2# Could you add Mortar, as long reloading but high range and damage weapon which fires above walls?
http://en.wikipedia.org/wiki/Mortar_(weapon)
(A modern mortar i mean :) )
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 02, 2014, 03:40:52 PM
1: That is a staged Photoshoped picture i'm afraid. But i will in the future look and see if it will be possible to make the weapon visible when rallied. :)
2: I'm planing on making some stationary weapons and a mortar could be just that. :) So in time ^^
Title: Project Armory News
Post by: Evul on March 02, 2014, 07:00:00 PM
NEWS:
Video of RPG-7 Test (http://www.moddb.com/mods/project-armory/videos/rpg-7-test)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Entityofsin on March 02, 2014, 08:28:39 PM
The RPG looks nice. Hopefully Raiders aren't getting access to that cause that would be craaazzzy painful to deal with.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 02, 2014, 08:45:07 PM
I will make sure they get it :-P
Will make the explosion less powerful.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: keylocke on March 03, 2014, 09:57:33 AM
will this project involve armors when they are implemented on the core game?
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 03, 2014, 10:26:56 AM
Probably yes :)
Stand by for stormtroopers armor!
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: keylocke on March 03, 2014, 10:51:16 AM
Probably yes :)
Stand by for stormtroopers armor!

awesome.  ;D
Title: Project Armory Dev
Post by: Evul on March 03, 2014, 02:26:18 PM
Dev Update:
SVN Update 3 new weapon sprites added
Title: Re: Project Armory Dev
Post by: daft73 on March 03, 2014, 02:31:22 PM
Dev Update:
SVN Update 3 new weapon sprites added

Big fan of SVN, use it all the time on Civ4 mods..
is this private(devs), or open? Thanks mate...great work so far! ;D
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 03, 2014, 02:32:45 PM
Private :)
But we will have updates when we have something to give. :)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: daft73 on March 03, 2014, 03:02:00 PM
Private :)
But we will have updates when we have something to give. :)
:'(, all good thanks for the response.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 03, 2014, 03:46:30 PM
Did not pay for the SVN server were i'm hosting so i can't have a public SVN acc i'm afraid...

But fear not! Updates will be frequent :)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: daft73 on March 03, 2014, 05:33:43 PM
Did not pay for the SVN server were i'm hosting so i can't have a public SVN acc i'm afraid...

But fear not! Updates will be frequent :)
Indeed , I was actually having a conversation w/ the wife whilst responding earlier, so the response came off as short :-[...my bad. It's her fault ;D
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Strider on March 04, 2014, 07:43:52 AM
The file is infected. Put without installer.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 04, 2014, 07:53:03 AM
I never used a installer O.o?
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: AcDie on March 04, 2014, 08:08:22 AM
The file is infected. Put without installer.
someone ate human meat ???
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 04, 2014, 08:12:14 AM
The file is infected. Put without installer.
someone ate human meat ???

I think that's the Case O.o?
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: AcDie on March 04, 2014, 08:17:21 AM
Ah, i think i understand about what he talk... Hello-o-u modsaholic.. [link (http://www.modsaholic.com/forums/index.php/files/download/509-project-armory/)]
Virustotal scan (https://www.virustotal.com/ru/file/2cdb7c423e2192fd4649fb038a7602a665b68934ac0afdd5d92c11a235e52f04/analysis/1393939096/)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: DarkXess on March 04, 2014, 08:56:11 AM
Its not our files! I can assure you we only host trusted files and im sure Evul knows us better than that. Plus all our files are
tested and checked to be working before being uploaded to our servers to give the best satisfaction.

It has also been downloaded 228 times and only being reported now by 1 person?? And as the scan above by AcDie it comes back fine.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 04, 2014, 09:04:29 AM
Then it most be some kind of virus software that always say: "Its from the internet kill it!"
Title: Project Armory Dev SVN Update
Post by: Evul on March 04, 2014, 09:51:53 AM
SVN update.
New defs layout.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: WolfgangPolska on March 04, 2014, 12:45:53 PM
How work on fixed weapons goes on? Those raiders are cutting me down!! ;_;
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 04, 2014, 03:42:00 PM
Any particular weapon you have problems with?
Except the AK-47, FN Fal, M4A1, M16? That I have lowers the damage on. :)

I am currently balancing it.
Title: erm is this bad???
Post by: dbltap441 on March 04, 2014, 04:15:00 PM
LOL is this a bad sign????
{}
{}
{}
(http://s10.postimg.org/atpfq2ozt/Untitled_1.jpg)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 04, 2014, 04:24:10 PM
Haha xD I found it hilarious. xD
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Strider on March 04, 2014, 05:44:13 PM
http://www.modsaholic.com/forums/index.php/files/file/509-project-armory/
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 04, 2014, 07:31:56 PM
It's clean for me. :)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: DarkXess on March 04, 2014, 09:52:07 PM
@Strider - I think what is your problem is that you think the mod should be just some kind of file, but no - on modsaholic we have most of our files in .exe form now and its not infected, it is just a self installer of the mod. Double click and the mod is packed in the default place where the game should be. That is all :)

If you would like to see more info on our self installing mods then check this out. (http://www.modsaholic.com/forums/index.php/topic/642-self-installing-mods/)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: WolfgangPolska on March 05, 2014, 01:45:51 AM
Any particular weapon you have problems with?
Except the AK-47, FN Fal, M4A1, M16? That I have lowers the damage on. :)

I am currently balancing it.

No I mean, about the stationary weapons( mortars etc.) :)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: dbltap441 on March 05, 2014, 02:45:34 AM
How work on fixed weapons goes on? Those raiders are cutting me down!! ;_;

something big is in the works but thats all I can say for now :P
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Haplo on March 05, 2014, 03:13:23 AM
I hope you tone the machine guns down a bit. My colonists are always killed when there is ONE machine gun with the raiders..
It's a slaughter house inside my base  :'(
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: WolfgangPolska on March 05, 2014, 03:38:27 AM
I disagree. My men are slaughtered by those cowardly snipers :/
MG is well balanced for me. It takes long time to aim, but it's very powerfull.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 05, 2014, 05:49:14 AM
The firefights have changed completely for me. Insted of having one defence line i now been forced to retreat back several sections due to snipers and support weapons.

I am currently working on balanceing the weapons some more. But when raiders have a macheengun gun and snipers thats when stuff get hard. Not that are overpowered but they have distance and allot of bullets :P
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Viceroy on March 05, 2014, 12:51:46 PM
May I request the Hyperblaster from Quake 4?
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: SadisticNemesis on March 05, 2014, 02:08:12 PM
If you can, could you make a space marine bolter? either the automatic or even the bolter sniper rifle? :o
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Architect on March 05, 2014, 02:26:24 PM
If you can, could you make a space marine bolter? either the automatic or even the bolter sniper rifle? :o

I just wrote up the code for the bolt pistol, and i have the rifle in the works now. Might be a while before I get round to finishing it though, I've had mocks all throughout this week.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 05, 2014, 02:31:11 PM
Graphics exist for the Bolt Pistol to. :P
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: SadisticNemesis on March 05, 2014, 04:00:22 PM
Well snap you guys rock haha, ah mocks... I remember them... focus on them first man, can't wait for the armour to be put into the game... space marine chapter colony! :D
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: dbltap441 on March 05, 2014, 05:15:37 PM
May I request the Hyperblaster from Quake 4?

I can do that :P
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Viceroy on March 05, 2014, 05:20:31 PM
^^ Thank you lol :)
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Viceroy on March 06, 2014, 08:08:13 AM
Ooh and an UMP45 I am certain lots of people love that gun same as me.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: RimLover on March 06, 2014, 02:15:33 PM
Huhu,

Stargate weapons would be awesome !!!

 ;D
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Delta_Com on March 07, 2014, 10:43:37 AM
Just wondering, Why is the RPG not actually usable?
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 07, 2014, 03:59:00 PM
Cause i did not manage to get it to work in the first release. :)
But it will be in the upcoming release :)
A video where i'm testing it is available at moddb.
Its a unpleasant thing when the raiders show up with it.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Reaver41 on March 07, 2014, 05:12:23 PM
Requests:)
car-15
m4
m16a2
m16a1
IMI UZi
IMI MICRO UZI
Winchester model 70 without scope (and with both versions pls)
these are not demands or such they may sound like itbut its just to help you out
fyi
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Entityofsin on March 07, 2014, 05:48:02 PM
Different types of SMGs would be cool. Uzi, P90, and MP5k aren't enough for me.

UMP45
K7

Certain weapons should compete against one another, such as Pistol and Shotgun, while SMGs should also compete with one another and with different types of Shotguns. The thing I see the problem with the weapon pack is having a "go to" weapon to equip all your colonists with. So I think if some of the weapons, such as the RPG, weren't available to the Raiders then it would be fine and if the price of weapons sold by the Combat Trader is a lot higher then it would make games a lot more interesting. If the Raiders can use all the weapons then the really high powered and dangerous ones need to be very limited to how many Raiders get them.

Silver is really easy to get and having massive surpluses is easy, so upping the cost of weapons is rather important cause you can sell Potatoes, unwanted weapons, and if you really need to you can sell metal.
Title: Update Project Armory (1.50)!
Post by: Evul on March 07, 2014, 07:20:23 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Version 1.50 Released

The next update for Project Armory is here! This version balance already existing weapons and it also adds a Bolt Pistol, CM901, G36C, M60, VSS Vintorez and a RPG-7.

(http://dev.coldevil.com/rimworld/ProjectArmory/screenshot1.jpg)

Download:
(http://button.moddb.com/download/medium/66699.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-150)
(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/509-project-armory/)
Download from NexusMods (http://www.nexusmods.com/rimworld/mods/5/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D5&pUp=1)

Title: Re: Update Project Armory (1.50)!
Post by: dbltap441 on March 07, 2014, 08:03:09 PM
Here is the new gun stats for the mod :P


Weapon Stats
Code: [Select]
Weapon Damage Warmup Range BurstShotCount Price
AK-47 8 110 32 3 180
Bren 10 130 28 20 310
Colt Police Positive 11 88 20 N/A 50
E-11 Blaster 11 80 28 N/A 78
FN FAL 6 109 32 4 205
FN P90         4 70 22 4 195
Glock 18 8 72 24 3 60
H&K G11         6 90 30 3 245
L85A1         8 75 35 2 260
Lasgun 4 95 30 N/A 100
Laspistol 4 90 24 N/A 80
Lebel Model 1886 8 130 35 N/A 120
M2 Browning 12 480 30 28 380
M41-A PulseRifle 10 125 35 5 400
M4A1 6 108 28 3 385
MA5D ICWS 7 120 35 4 400
Morita MK I Carbine 7 108 35 3 380
MP5 A2 8 320 30 3 220
RPG-7 Bomb 520 23 N/A                 200
H&K G36C                7       90      30      3                       245
M60 Machine Gun         6       390     30      30                      380
VSS Vintorez            7       110     38      N/A                     190
Bolt Pistol             15      80      30      N/A                     190
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Delta_Com on March 07, 2014, 09:36:50 PM
Randy hates me. On my fourth raid of raiders, and only the second raid with anything but Molotovs, they had a MP5, an Uzi, a M2, and a freaking RPG! I had three dinky pistols and a Lee-Enfield. Guess who won.
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Evul on March 07, 2014, 09:39:55 PM
I assume the Raiders :P
The chance for raiders to actually spawn with a RPG is really small. When I play on Randy I have a 25% survival rate with the mod in the beginning. :P
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Delta_Com on March 07, 2014, 09:42:35 PM
Yeah, the chance for an RPG went up a little for me since I edited out the laser weapons in my raiders file.
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: dbltap441 on March 07, 2014, 10:11:49 PM
Requests:)
car-15
m4
m16a2
m16a1
IMI UZi
IMI MICRO UZI
Winchester model 70 without scope (and with both versions pls)
these are not demands or such they may sound like itbut its just to help you out
fyi

I will see what I can do ;)
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Entityofsin on March 07, 2014, 10:30:04 PM
First raider party of 4 with Randy and another 2 spawn shortly afterwards during the fight.. They mostly had pistols but those AK47s are painful when you can't recover or have any time in between fights to get ready.

I'll have to keep trying.. ahahah
Title: Re: [MOD] (Alpha 2) Project Armory
Post by: Evul on March 08, 2014, 01:58:23 AM
Yeah, the chance for an RPG went up a little for me since I edited out the laser weapons in my raiders file.

Add some to fill out to lower the chance. :)

First raider party of 4 with Randy and another 2 spawn shortly afterwards during the fight.. They mostly had pistols but those AK47s are painful when you can't recover or have any time in between fights to get ready.

I'll have to keep trying.. ahahah

And i nerfed the AK47 :P
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Evul on March 08, 2014, 03:08:43 AM
And yes we have small problems with the mirrors for version 1.50 at the moment...
Title: Project Armory HD Pack (v1.50)
Post by: Evul on March 08, 2014, 04:26:03 AM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
HD Pack for 1.50 Released

A official HD pack by dbltap441 have been released for Project Armory 1.50! The pack is a replacement pack and you need to replace the already existing textures. It is simple! Enjoy some "HighDef" weapons!

Download:
(http://button.moddb.com/download/medium/66714.png) (http://www.moddb.com/mods/project-armory/addons/project-armory-hd-pack-by-dbltap441)

Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: DarkXess on March 08, 2014, 05:38:03 AM
Thanks for posting your update, mirrors and download page updated :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/509-project-armory/)
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: WolfgangPolska on March 08, 2014, 08:16:16 AM
Whats are goals for future versions??


And how work on stationary weapons is going?? (Forgive me, I just love fixed mgs and mortars and i wish to see them in rimworld :D)
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Evul on March 08, 2014, 08:26:18 AM
I have plans on a mortar test that will be on a video soon. It will be a Carried weapon, long range long reloading time.
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Tynan on March 08, 2014, 11:24:44 AM
I'm planning mortars for the main game so you may or may not want to focus elsewhere (you can, of course, make new mortar types when A3 is out).
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Evul on March 08, 2014, 11:48:24 AM
Cooooool!!!
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: WolfgangPolska on March 08, 2014, 12:14:11 PM
Wow great ! Can we know when alpha 3 will be out? (^^)
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Evul on March 08, 2014, 03:24:04 PM
Probably not :P also this is for Project Armory related stuff. :P
Even if that is an Project Armory team concern. :P
So i guess:
When it's doneTM
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: dbltap441 on March 10, 2014, 02:09:16 PM
Stuff I am working on that I hope will make next release:
 
*FN Scar Rifle
*Steyr Aug Rifle
*Desert Eagle Handgun
*Barrett Sniper Rifle
*Luger Pistol
*Mouser Pistol
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Evul on March 10, 2014, 02:11:20 PM
Stuff I am working on that I hope will make next release:
 
*FN Scar Rifle
*Steyr Aug Rifle
*Desert Eagle Handgun
*Barrett Sniper Rifle
*Luger Pistol
*Mouser Pistol

And they will probably be in the mod :)
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: SlayR on March 10, 2014, 05:06:59 PM
Hello Evul!
I want to ask for your permission to modify the weaponry with my reloading system I uploaded a time ago (Someone asked me if i could) and upload a version of it. Of course i would give the credit in the post.
Best regards, SlayR.
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Evul on March 10, 2014, 05:09:01 PM
Go right a head we can also mirror it if you whant.
Title: Project Armory What's your story?
Post by: Evul on March 12, 2014, 08:25:08 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
What's your story?

Project Armory have allot of weapons. And in order to make our mod better we need you to submit your experience, bugs or your thoughts of the project. Our two main focus points of the project is ballance and keeping the look of rimworld. We whant to add more firearms but at the same time keeping the feeling and simplicity of rimworld.

So submit your project armory experience!
It will be linked on the front page!

Evul out!
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: WolfgangPolska on March 15, 2014, 04:12:15 AM
Well, I already played 3 colonies with PA. And I never saw grenades. Only those @#$%!&* molotovs. But no grenades :/ Even traders won't sell them :C. I want them back :C
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Evul on March 15, 2014, 10:44:47 AM
Yeah I am aware of that problem and I will try to fix it and also make a patch for it.
It is a strange problem cause I never edited the grenades that I am aware of.
Title: Project Armory Raider Fix (v1.51)
Post by: Evul on March 15, 2014, 03:33:09 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Raider Fix

This is a fix for Project Armory Raider. This fixes the issue were raiders were not able to use grenades.

Just place it in the mods folder remove the the old version of the Raider and activate the new version.

Download:
Raider Fix (1.51) for Project Armory 1.50
(http://button.moddb.com/download/medium/67042.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-raider-fix-151)
(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/538-project-armory-raider-fix/)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmoddescription%2F%3Fid%3D5%26preview%3D&pUp=1)
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: WolfgangPolska on March 16, 2014, 04:06:57 AM
Yay, thanks :).
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Evul on March 16, 2014, 12:30:58 PM
The trade thing was weard tho. But the error was that I added a tag to all the weapons earlier and by mistake added the tag to the grenade to in the Raider file. So it was nothing major.
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: xiuhte1 on March 17, 2014, 01:54:29 PM
i have a request for the future (because im pretty sure is not posible now)... any one has played Defiance? in that game aparer a gun called "infector" is a gun that shoots needles and when it hits the enemy gets sick and creatures start to grow inside later those get out and keeps attacking until dies him and the creatures  (sorry for my bad english)  ;D
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Evul on March 17, 2014, 02:01:20 PM
Nasty weapon ^^
It might be possible in future release. :)
Title: Project Armory News about release
Post by: Evul on March 17, 2014, 02:37:20 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
News about release

Project Armory 2.00 will be released  as soon as Alpha 3 have been released. When will alpha 3 be released? We dont know, probably when it's done. :P

Why we don't release anything before that is because we think this is a good release "date". :P :D
Title: Re: [MOD] (Alpha 2) Project Armory (v1.50)
Post by: Cala13er on March 17, 2014, 03:02:21 PM
What's coming in v2.00?
Title: Project Armory 2.00
Post by: Evul on March 17, 2014, 03:05:49 PM
*FN Scar Rifle
*Steyr Aug Rifle
*Desert Eagle Handgun
*Barrett Sniper Rifle
*Luger Pistol
*Mouser Pistol

This will make they way in and it will be more stuff. :)
Definetly more handguns :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on March 29, 2014, 02:23:29 PM
I have made it Alpha 3 ready :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: a89a89 on March 29, 2014, 07:33:31 PM
I have made it Alpha 3 ready :)
goody!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on March 29, 2014, 07:36:24 PM
I have made it Alpha 3 ready :)
goody!

Indeed :)
Also allot of new weapons is coming up :)
I am currently balancing them! :)

We go for Quality, Quantity and balance. ^^
and keeping the charm of RimWorld graphics :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Tynan on March 29, 2014, 08:22:42 PM
Still loving the existence of this mod.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on March 29, 2014, 08:37:50 PM
Still loving the existence of this mod.

Thank you Tynan! <3
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on March 30, 2014, 06:34:28 AM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Project Armory is ready for Alpha 3

The project goes onwards and the latest internal build of PA moved Project Armory in to RimWorld Alpha 3 ready stage. The mod will there for be ready for release a few minutes after the release of Alpha 3.

Many new weapons will be added. Some mentioned on the forum are the following:
-FN Scar Rifle
-Steyr Aug Rifle
-Desert Eagle Handgun
-Barrett Sniper Rifle
-Luger Pistol
-Mouser Pistol

And more will come. We are closely balancing every weapon and makeing sure firefights against specific weapons not resulting in your colony being destroyed.

Quality, Quantity, Balance and Rimworld vanila graphic is the main goal. (We have other projects on the sides to but all those are optional.)

Stay tuned for sneakprevious of upcoming weapons.
Evul out!



Also a little bonus for the people on the forum and ModDB here are a little weapon placeholder.
(http://media.moddb.com/cache/images/mods/1/25/24707/thumb_620x2000/Gun_Placeholder.png)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: JonoRig on March 30, 2014, 09:39:28 AM
I don't wanna be "that guy", but isn't it a Mauser, not Mouser?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on March 30, 2014, 10:03:55 AM
I don't wanna be "that guy", but isn't it a Mauser, not Mouser?

Mauser C96 (http://en.wikipedia.org/wiki/Mauser_C96) is the name of it :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Architect on March 30, 2014, 10:06:16 AM
I don't wanna be "that guy", but isn't it a Mauser, not Mouser?

Mauser C96 (http://en.wikipedia.org/wiki/Mauser_C96) is the name of it :)

That's what he said?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on March 30, 2014, 10:09:08 AM
I don't wanna be "that guy", but isn't it a Mauser, not Mouser?

Mauser C96 (http://en.wikipedia.org/wiki/Mauser_C96) is the name of it :)

That's what he said?

Also its like millions of copies of it, but PA is sticking to the C96 unless somone adds the rest of the copies. ^^

EDIT: oh yeah thats also correct xD
I can't read or spell for shit! xD its correctly spelled in our files that why i got confused. ^^
Title: Project Armory Evul say something random
Post by: Evul on March 31, 2014, 02:46:22 PM
Do we have weapons planed?
Yes, Excel file with 108 lines of unique weapons.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Zyph7007 on March 31, 2014, 03:49:35 PM
Would you be opposed to adding melee weapons like clubs, knives, or swords to this?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Tynan on March 31, 2014, 03:50:52 PM
Would you be opposed to adding melee weapons like clubs, knives, or swords to this?

They're not yet supported by the game.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on March 31, 2014, 03:52:47 PM
Would you be opposed to adding melee weapons like clubs, knives, or swords to this?

They're not yet supported by the game.
Also thats the awnser :P

When and if they are implemented to the game (same goes for armor) we will make melee weapons. :)
We want to avoid bypasses.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Celthric Aysen on March 31, 2014, 08:48:16 PM
Is this mod compatible with Industrial Rim?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 01, 2014, 02:03:57 AM
Have not tried but no file or code should conflict. The only thing that will happen is that you have 2 ak47 weapons with different range/speed/damage.

Otherwise it should work :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Cala13er on April 01, 2014, 02:06:14 AM
Is this mod compatible with Industrial Rim?

Yes it is compatible. But exactly what Evul said, 2 AK 47 ;). Just imagine my one as a Kalashnikov AK and Evuls as a Ak-47 :P
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 01, 2014, 05:48:19 AM
Is this mod compatible with Industrial Rim?

Yes it is compatible. But exactly what Evul said, 2 AK 47 ;). Just imagine my one as a Kalashnikov AK and Evuls as a Ak-47 :P

So there will be allot of other duplicates to :P
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Celthric Aysen on April 01, 2014, 08:09:29 AM
Thanks for answering my questions and thx for the mod.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 01, 2014, 08:10:29 AM
No worries that is why we are here! :D

Edit you could modify existing mods and add and remove stuff. to avoid duplicates.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: StalkerCZ on April 01, 2014, 08:18:24 AM
No worries that is why we are here! :D

Edit you could modify existing mods and add and remove stuff. to avoid duplicates.

CHief we need to get prefix for our guns ..   8)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 01, 2014, 08:42:23 AM
No need ^^
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Blitz on April 01, 2014, 04:42:53 PM
I did a showcase on this mod in Alpha 2 if anyone would like to check it out:

http://youtu.be/I7vmoZrNo30
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: mrofa on April 01, 2014, 04:51:23 PM
Just watching and it looks cool :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 01, 2014, 06:19:18 PM
Oh nice! i add the link to the front page!
Also i have done some terrible misses O.O I've noticed after looking at the video. But they are now fixed and balanced up ^^
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 01, 2014, 08:12:35 PM
Oh a note I will start making a proper changelog.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Tynan on April 03, 2014, 02:35:37 AM
You'll be happy to note that you can actually see the guns people carry in the latest Alpha 3.

So your marketing images will come true!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Celthric Aysen on April 03, 2014, 02:48:53 AM
You'll be happy to note that you can actually see the guns people carry in the latest Alpha 3.

So your marketing images will come true!
Hey Tynan, I'm just curious will the guns be floating in front of them or will it have tiny little circles like in Prison Architect?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 03, 2014, 04:32:43 AM
You'll be happy to note that you can actually see the guns people carry in the latest Alpha 3.

So your marketing images will come true!

Wee!!!!! <3
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 03, 2014, 05:25:39 AM
@Tynan
Will it be possible to modify position and angle of the carried weapon?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Tynan on April 03, 2014, 11:23:07 AM
Not in A3.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 03, 2014, 11:24:03 AM
Good to know!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: mrofa on April 03, 2014, 11:26:19 AM
Cool i start making deadly coffie cup :D
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 03, 2014, 11:47:58 AM
Haha,  hilarious!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 03, 2014, 12:57:17 PM
DADaDaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
(http://share.coldevil.com/misc/cup.png)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Celthric Aysen on April 03, 2014, 09:32:38 PM
Can you add a Railgun? I mean it would awesome for a person holding a giant Railgun that shoots almost through everything in its path.  ;D
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 04, 2014, 07:26:00 AM
We can look at it :) we have allot of weapons comming out for alpha 3 so can't promise when we have it done :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: StalkerCZ on April 04, 2014, 01:26:01 PM
We can look at it :) we have allot of weapons comming out for alpha 3 so can't promise when we have it done :)

That will be looong list. I hope i have time to help with manny of them.
Title: Project Armory 2 Sneak Peak
Post by: Evul on April 04, 2014, 01:47:20 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Sneak Peak

A little sneak peak of a armory for weapon testing I've set up!

(http://media.moddb.com/cache/images/mods/1/25/24707/thumb_620x2000/ModdbPreview3.jpg)
Title: Re: Project Armory 2 Sneak Peak
Post by: StalkerCZ on April 04, 2014, 02:18:30 PM
Sweeet.   8)
Title: Project Armory 2: "53 Weapons"
Post by: Evul on April 05, 2014, 06:32:29 AM
32 weapons does now exist our goal for Alpha 3 is 53.

in case you missed some of the weapons:
http://ludeon.com/forums/index.php?topic=1950.msg26181#msg26181
Title: Re: Project Armory 2: "53 Weapons"
Post by: Celthric Aysen on April 05, 2014, 07:15:34 AM
32 weapons does now exist our goal for Alpha 3 is 53.

in case you missed some of the weapons:
http://ludeon.com/forums/index.php?topic=1950.msg26181#msg26181

I'm guessing those white tube things are rocket launchers, Potentially heat seekers?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 05, 2014, 07:19:43 AM
They are placeholders. :)
That we are working on the textures for, I just added them for the lulz :)

It resembles a Weapon Box with the Project Armory Logo ontop.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Celthric Aysen on April 05, 2014, 07:35:34 AM
They are placeholders. :)
That we are working on the textures for, I just added them for the lulz :)

It resembles a Weapon Box with the Project Armory Logo ontop.
Oh sorry about that  :P
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 05, 2014, 07:52:34 AM
No worries :P
Even the team cant tell what it is on the pic xD
Title: Project Armory 2 Evul talk to him self.
Post by: Evul on April 07, 2014, 06:51:49 PM
I think the next update will be named RimWorld Alpha 3 Project Armory Pistol update.
Title: New toy from workshop
Post by: StalkerCZ on April 10, 2014, 04:30:10 AM
New toy from StalkerCZ workshop  8)


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Project Armory (v1.50)
Post by: Evul on April 11, 2014, 07:50:38 AM
New version for alpha 3 will be out sooooon!
Title: Project Armory Alpha 3 Coming Monday or Sunday night!
Post by: Evul on April 12, 2014, 04:46:54 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Project Armory Alpha 3 Coming Monday or Sunday night!

Hello fellow arms dealers!
I am here to inform you all that Project Armory Version 2.00 for Alpha 3 coming out Sunday night or Monday! :)

Evul signing out!
Title: Project Armory 2 is here!
Post by: Evul on April 14, 2014, 05:53:50 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Project Armory 2 is here!

Project Armory 2 for RimWorld alpha 3 is now released! This update bring you bug and balancing fixes and also 18 new weapons! Here is the list of new weapons:
Accuracy International (AWM), AKS-74U, Barrett M107, Barrett M82, Desert Eagle Mark I, Dragunov SVD, Franchi SPAS-12, Lupara, Lupara (SavedOff), Mac10, SCAR-L Mk16 Standard, SG 552 Commando, Steyr Aug Rifle A1, M24A3, Luger P08, Mauser C96, Tompson1920 and Morita MK I Assault Rifle

Download:
(http://button.moddb.com/download/medium/68260.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-200)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?)
(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://)

Bug and feedback tracker:

(http://dev.coldevil.com/mantis/images/mantis_pa_logo.png) (http://dev.coldevil.com/mantis)

The mod now contains of 42 unique weapons. Click here for a complete list of all the weapons. (https://docs.google.com/spreadsheet/ccc?key=0AgGM64gmrQWMdDVlVnl4UlQtbHlpdnNBYjRLMGY3MlE&usp=sharing)
Title: Re: Project Armory 2 is here!
Post by: Cala13er on April 14, 2014, 06:05:59 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Project Armory 2 is here!

Project Armory 2 for Rimworld alpha 3 is now released. This update bring you bug fixes and balancing. It also bring you following list of guns!
Accuracy International (AWM), AKS-74U, Barrett M107, Barrett M82, Desert Eagle Mark I, Dragunov SVD, Franchi SPAS-12, Lupara, Lupara (SavedOff), Mac10, SCAR-L Mk16 Standard, SG 552 Commando, Steyr Aug Rifle A1, M24A3, Luger P08, Mauser C96, Tompson1920 and Morita MK I Assault Rifle

Download:
(http://button.moddb.com/download/medium/68260.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-200)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?)
(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://)

Bug and feedback tracker:

(http://dev.coldevil.com/mantis/images/mantis_logo.png) (http://dev.coldevil.com/mantis)
[/quote

+1
+2
+3
+4
+5
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 14, 2014, 06:14:56 PM
Thx :P Mirrors are coming up. Moddb is being slow and i waiting on modsaholic :P
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 15, 2014, 08:17:01 AM
Now the ModDB download is up 100% enjoy new weapon!
If there are any bugs or issues let me know or report it to our bugtracker :)
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 15, 2014, 01:43:27 PM
We are now adding the request that have been sent to us to the bug tracker :)
So you can follow them being created ;D
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Kumai0214 on April 15, 2014, 04:29:23 PM
Since Project Armory is now available for Alpha 3, will raiders be able to receive the weapons as you progress through game play and use them against you? Or will there be a separate file like the 1.51 raider fix? Just recently installed the mod and haven't gotten far so I thought I'd ask first before flipping out while playing. Heh.
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Tynan on April 15, 2014, 04:30:45 PM
Since Project Armory is now available for Alpha 3, will raiders be able to receive the weapons as you progress through game play and use them against you? Or will there be a separate file like the 1.51 raider fix? Just recently installed the mod and haven't gotten far so I thought I'd ask first before flipping out while playing. Heh.

Raiders now "buy" their weapons with their "money" so they should be able to use any weapon they can afford from any mod. As long as it has appropriate tags. Which are just "Gun" right now.
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 15, 2014, 04:32:55 PM
Since Project Armory is now available for Alpha 3, will raiders be able to receive the weapons as you progress through game play and use them against you? Or will there be a separate file like the 1.51 raider fix? Just recently installed the mod and haven't gotten far so I thought I'd ask first before flipping out while playing. Heh.

Raiders now "buy" their weapons with their "money" so they should be able to use any weapon they can afford from any mod. As long as it has appropriate tags. Which are just "Gun" right now.
As Ty said :)

Alpha 3 selects weapons from the mod depending on the cost and tags. So there will be no Raider mod cause its unnecessary now. :)
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Tynan on April 15, 2014, 04:34:31 PM
Yes I refactored that this way specifically to make it easier to add weapons!
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Kumai0214 on April 15, 2014, 04:36:03 PM
Oh.. Sweet! Time to go die to raiders! Woo!
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 15, 2014, 04:39:22 PM
Yes I refactored that this way specifically to make it easier to add weapons!
Much appreciated! :D

Oh.. Sweet! Time to go die to raiders! Woo!

Bring them hell ^^
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 16, 2014, 07:52:31 AM
Oh.. Sweet! Time to go die to raiders! Woo!

Oh btw if they have a sawed off pullback as much as possible with covering fire :)
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Delta_Com on April 16, 2014, 12:11:07 PM
So I just realized a gun I don't think has been requested.
Vera from Firefly
(http://img.photobucket.com/albums/v297/jonathonbarton/Sigs/Saiga_OICW_12ga-2.jpg)
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 16, 2014, 12:16:54 PM
That looked makeshift xD
And cool I add it to our mantis.
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Zack_Wester on April 16, 2014, 04:46:01 PM
So I just realized a gun I don't think has been requested.
Vera from Firefly
(http://img.photobucket.com/albums/v297/jonathonbarton/Sigs/Saiga_OICW_12ga-2.jpg)

What on earth is that? I looks like they took an nerfgun stuck an colt1911 pistol Hand(triger and handthing), an I don't know spear metal as butt, some kind of plastic mid section and an generic AK on the front whit an I don't know as an barrel.
How many props did they use to make it?

an an secound look the hand Grip itself Might be an plastic gun to. (will blame the camera)
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 16, 2014, 04:59:47 PM
I like the weirdness :) it's like the metro weapons :) strange and makeshift :P
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: albany_ on April 16, 2014, 05:03:54 PM
Vera does look kinda janky, doesn't she? You never really get a good look at props from TV shows - remembered it looking less makeshift. There's a blog post here (http://www.urbanchant.com/alice_/) about someone making their own Callahan Fullbore Auto - neat in-progress pics.

(http://www.urbanchant.com/alice_/photos/final_alice7.jpg)
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Architect on April 16, 2014, 05:07:24 PM
Will there be an option to have Jayne come in and offer to trade you a ginger assassin colonist for Vera? XD
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 16, 2014, 06:34:33 PM
Haha! :P
I was thinking on making a tag on makeshift weapons to be raider available only. :P
So in order to get them you need to kill raiders. :P
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 16, 2014, 07:38:08 PM
Here is the gun (http://dev.coldevil.com/mantis/view.php?id=26) in RimWorld graphics :)
(http://dev.coldevil.com/rimworld/projectarmory/Gun_Vera.png)

Approved? :P
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: daft73 on April 16, 2014, 07:41:27 PM
 ;D Very nice!I like the 'camo' paintjob you did. Simple but effective.
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 16, 2014, 07:46:25 PM
Thx ^^ it was a craaaazy textured gun ^^
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Tynan on April 16, 2014, 11:57:01 PM
I'd love to see some screenshots of fights with this mod :)
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 17, 2014, 01:03:17 AM
Indeed! it's comming :)

it was not a priority :)
Title: Re: [MOD] (Alpha 3) Project Armory (v2.00)
Post by: Evul on April 17, 2014, 04:40:27 AM
I've made a testboard for easy discussion. ^^
(http://dev.coldevil.com/rimworld/ProjectArmory/banner-testboard.png) (http://ludeon.com/forums/index.php?topic=2908.0)
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Machine on April 17, 2014, 05:22:52 PM
Nice mod. I've been having fun with it.

I found one bug after peeking into the mod files, I noticed The Lupara (SavedOff) has the same def name as the normal one.
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 17, 2014, 05:27:39 PM
Known issue it is fixed in next version :)
0000007: Lupara is missing (http://dev.coldevil.com/mantis/view.php?id=7)

Thx for pointing it out :)
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: DarkXess on April 18, 2014, 12:14:49 PM
Thanks for posting your update, mirrors and download page updated :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/509-project-armory/)

Sorry for slight delay, been working too much coding the new Armaholic site which is due for launch soon. :)
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 18, 2014, 12:15:55 PM
Sweet! And also finaly!  ;)  :D
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: DarkXess on April 18, 2014, 12:24:29 PM
Sweet! And also finaly!  ;)  :D

Which is finally? that Armaholic is finally being updated after all these years? lol.
Its looking pretty awesome too, a whole new setup and well up to date with all the latest crap including social sharing etc.
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 18, 2014, 12:41:31 PM
That sounds awesome to :)
Finaly was ment to the upload ;) ^^
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: DarkXess on April 18, 2014, 12:49:44 PM
lol wont happen again, hopefully not anyways. Unless you wanna come work for us and help us out?  ;D :D 8)
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 18, 2014, 01:08:12 PM
You got your self a PM.
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 19, 2014, 08:20:45 AM
List of known issues on the front page is updated.
Title: Project Armory Poll "Pack Size"
Post by: Evul on April 19, 2014, 12:13:59 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Project Armory Poll "Pack Size"

Hello! I'm Evul mod coardinator for Project Armory we have opend a poll regarding the size of the weapon pack. We whant to know if you as a mod user whant to have smaler packs or keep it as a large pack.

Voice your opinion about this matter in this thred:

http://ludeon.com/forums/index.php?topic=3188.0

Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Epicnator on April 20, 2014, 04:01:41 AM
The Mauser C96 does not look like a mauser, instead it looks like a luger.

Luger is a complete opposite, it looks like a Japanese Nambu pistol.
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 20, 2014, 04:08:09 AM
We add it to our bugtracker and take a look at it :)
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: StalkerCZ on April 20, 2014, 01:07:40 PM
The Mauser C96 does not look like a mauser, instead it looks like a luger.

Luger is a complete opposite, it looks like a Japanese Nambu pistol.

Working o  it.
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 20, 2014, 01:10:05 PM
Task have been assigned to you. :)
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 20, 2014, 02:23:08 PM
I have some issues... And that is finding two barreled shotgun names! O.o
Does anyone have a clue and suggestion for one or more names?
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: a89a89 on April 20, 2014, 02:27:00 PM
I have some issues... And that is finding two barreled shotgun names! O.o
Does anyone have a clue and suggestion for one or more names?
Double barrelled shotgun?
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 20, 2014, 02:28:01 PM
Yeah thats like say a assault rifle to a M16 :P or smg to a MP5
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: mrofa on April 20, 2014, 02:28:36 PM
http://en.wikipedia.org/wiki/List_of_multiple_barrel_firearms (http://en.wikipedia.org/wiki/List_of_multiple_barrel_firearms)
M30 Luftwaffe drilling
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 20, 2014, 02:31:21 PM
Oh thx! I think i use that! If no one comes up with more. :)
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: a89a89 on April 20, 2014, 11:29:35 PM
Yeah thats like say a assault rifle to a M16 :P or smg to a MP5
http://knowyourmeme.com/photos/200420-neil-degrasse-tyson-reaction
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 21, 2014, 05:25:08 AM
Lol

EDIT: i will actually say vice verse we joust want model names, cause many weapons have same category name but different stats etc, etc...
Meaning that also game weapons can be added without difficulty if they have a model name.
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: MadMazur on April 21, 2014, 06:54:50 AM
I have a request for a weapon, K-Volt from Crysis:

http://img2.wikia.nocookie.net/__cb20110318210337/crysis/images/f/f4/K-Volt.jpg
http://crysis.wikia.com/wiki/K-Volt
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 21, 2014, 06:57:31 AM
ooohh they are cool we add it to out list :)
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Cala13er on April 21, 2014, 07:16:21 AM
ooohh they are cool we add it to out list :)

Evul, Can I be a tester?
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 21, 2014, 07:52:58 AM
Welcome aboard :)
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: StalkerCZ on April 21, 2014, 04:38:29 PM
I have a request for a weapon, K-Volt from Crysis:

http://img2.wikia.nocookie.net/__cb20110318210337/crysis/images/f/f4/K-Volt.jpg
http://crysis.wikia.com/wiki/K-Volt

fjuuuu ... x  nice inspiration I try something create also with energy bullets :D  8)
Title: Re: [MOD] (Alpha 3) Project Armory (v.2.00)
Post by: Evul on April 21, 2014, 05:33:51 PM
It was cool! And new type of ammo to! xD
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: UrbanBourbon on April 25, 2014, 12:25:19 PM
Great mod!
But it contains a few typos or misspellings:

Barett M82               --> Barrett M82
Mac10                       --> MAC-10
Lupara (SavedOff)     --> Lupara (Sawn-off) / (Sawed-off?)
MP5 A2                     --> MP5A2
Tompson 1920          --> Thompson 1920
Molitov                     --> Molotov

I hope that list is readable...
Also, about lupara - It seems lupara means a sawed-off shotgun, so it's questionable if there can be a non-sawed-off lupara.
http://en.wikipedia.org/wiki/Lupara
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: Evul on April 25, 2014, 12:33:14 PM
Great mod!
But it contains a few typos or misspellings:

Barett M82               --> Barrett M82
Mac10                       --> MAC-10
Lupara (SavedOff)     --> Lupara (Sawn-off) / (Sawed-off?)
MP5 A2                     --> MP5A2
Tompson 1920          --> Thompson 1920
Molitov                     --> Molotov

I hope that list is readable...
Also, about lupara - It seems lupara means a sawed-off shotgun, so it's questionable if there can be a non-sawed-off lupara.
http://en.wikipedia.org/wiki/Lupara

Thx!
And thx for the spelling list, some of them is already fixed.
Also the lupara is fixed.
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: Evul on April 27, 2014, 05:12:35 PM
New version will be out this week!
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: StalkerCZ on April 30, 2014, 07:16:16 AM
New stuff from wrokplace :)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: Celthric Aysen on April 30, 2014, 07:18:26 AM
those looks awesome.
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: StalkerCZ on April 30, 2014, 07:37:44 AM
Thanx :) i do my best ..
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: Austupaio on April 30, 2014, 10:54:11 AM
SA58, sweet.

The BRX A1 and A2, what are those?
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: Evul on April 30, 2014, 10:57:39 AM
They are Stalkers new home made project :)
Exclusive for PA :)
Title: Project Armory Issue!
Post by: Evul on April 30, 2014, 05:51:04 PM
We have a issue and that is support weapons and sniper rifles.
We have a issue on our bugtracker for this help us find a solution.
You can answer here in this topic.
http://dev.coldevil.com/mantis/view.php?id=140
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: StalkerCZ on May 01, 2014, 10:06:17 AM
SA58, sweet.

The BRX A1 and A2, what are those?

Ya my lovely sa58. I creating more version of this motherland gun. And about brx a1 a2 this is my creating i found many inspirating scifi veapons on net and i try to create something. "."
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: knight133 on May 01, 2014, 04:37:27 PM
Evul, are you going to make a E-Medieval mod? If you are can you like make the buildings similar to an old game that is named "Lord of the Realms II" and, Plus some gunpowder based guns from late medieval era. 
                       and thank you for putting my favorite gun in the other mod.
         
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: Evul on May 01, 2014, 05:26:59 PM
E-Medeval is a crusader kings 2 mod I use the bugtracker for more projects then just rimworld :)
We will make some flint look weapons soon enoth :)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: shadowgod3211 on May 02, 2014, 03:33:51 AM
hey i have some weapons that i'm asking you to add

1.stun grenades
2.stun gas grenades
3.stun pistols
4.traps (for making traps for your colony but your colony members don't get hurt only enemies)
5.alien vs predator sentry turret
6.XM307 ACSW Advanced Heavy Machine gun (if you don't know what it is then here's the link http://alltoptens.com/top-10-dangerous-guns-world/ it's number 4 :D)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: Evul on May 02, 2014, 05:29:52 AM
We add them and Se what we can do :)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: StalkerCZ on May 02, 2014, 04:30:16 PM
hey i have some weapons that i'm asking you to add

1.stun grenades
2.stun gas grenades
3.stun pistols
4.traps (for making traps for your colony but your colony members don't get hurt only enemies)
5.alien vs predator sentry turret
6.XM307 ACSW Advanced Heavy Machine gun (if you don't know what it is then here's the link http://alltoptens.com/top-10-dangerous-guns-world/ it's number 4 :D)

I look on it and see what can i do.
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.00)
Post by: Evul on May 03, 2014, 09:56:15 AM
Will a release come soon? :D
Yes hopefully!!!

What is new since 2.00? This! (http://dev.coldevil.com/mantis/changelog_page.php?project_id=1)

Edit: And yes there were some issues with the Lupara. ^^
Title: Project Armory 2.05 is here!
Post by: Evul on May 06, 2014, 09:20:49 AM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Project Armory 2.05 is here!

Version 2.05 is here with fixes and new weapons including M249, Heckler & Koch UMP, RPD and BRX-A1. This udated fixes many broken and label errors that was released in version 2.00. Enjoy!

Download:
(http://button.moddb.com/download/medium/69120.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-205)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?)
(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://SOON!)

Changelog:
Code: [Select]
Project Armory - Change Log
Project Armory - 2.05 (Released 2014-05-03) [ View Issues ]
===========================================

- [ADDED] New weapon: AS Val
- [ADDED] New weapon: Colt M1911
- [ADDED] New weapon: ENERGY "BRX-A1"
- [ADDED] New weapon: ENERGY "BRX-A2"
- [ADDED] New Weapon: Heckler & Koch UMP
- [ADDED] New weapon: M14 Rifle
- [ADDED] New weapon: M249
- [ADDED] New Weapon: MP 40
- [ADDED] New weapon: Nambu
- [ADDED] New Weapon: PK
- [ADDED] New weapon: Pump Shotgun Mossbearg500
- [ADDED] New weapon: RPD
- [ADDED] New weapon: SA.58 Tactical
- [ADDED] New Weapon: Vera
- [ADDED] New Weapon: Winchester Model 70
- [CHANGED] Franchi SPAS-12 balancing
- [CHANGED] Las weapon rifle vs pistol damage
- [CHANGED] Re work the Weapons_Guns.xml and only edit the weapons that actually is changed.
- [CHANGED] The HALO MA5D ICWS rifle
- [FIXED] AKS 74U has the same stats as the AK 47
- [FIXED] Forgot to edit the description of the about.xml
- [FIXED] Franchi SPAS-12 are using wrong <texturePath>
- [FIXED] Lupara
- [FIXED] PA_ModernWeapon-Mac10.xml labe is wrong
- [FIXED] PA_WorldWar2Weapon-Nambu have wrong defName
- [FIXED] PA_WorldWar2Weapon-Thompson1920.xml lable name is wrong

(http://dev.coldevil.com/mantis/images/mantis_pa_logo.png) (http://dev.coldevil.com/mantis)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: minami26 on May 08, 2014, 06:02:21 AM
awesome! more power to project armoury! Don't forget the medieval weapons! we need moar! :D
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 08, 2014, 06:03:45 AM
They are added to our tracker so they will come ^^
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Austupaio on May 08, 2014, 09:56:06 AM
Have you also considered finishing off the Halo portion of the armory? I'm not a huge fan of the Halo series itself, but the weapons are neat. :)

Maybe these sheets will provide useful references.

http://drakojan14.deviantart.com/art/Halo-Weapon-Sprite-Sheet-1-151408128
http://drakojan14.deviantart.com/art/Weapon-Sprite-Sheet-3-170752209
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 08, 2014, 10:19:51 AM
Oh nice! I can take a look at it! We are making some halo based weapons :)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 10, 2014, 08:31:32 PM
Evul will try to make some weapons from a game we have not made anyways from yet.
He will also try to find all requested weapons listed in this forum post of some one else don't whant to do it instead. ^^
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Coenmcj on May 11, 2014, 12:03:03 AM
Evul is speaking in the third person. (Or someone is using his account to post/update)

well then.
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 11, 2014, 06:00:46 AM
I spoke in 3rd person :P
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Viceroy on May 11, 2014, 07:36:42 AM
You mean... Evul spoke in 3rd person?

O.o
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 11, 2014, 07:37:41 AM
Evul say: Exactly!
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: StalkerCZ on May 12, 2014, 02:35:21 AM
Evul say: Exactly!

:) evul say.. i will try to do ...  :P
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Coenmcj on May 12, 2014, 02:42:24 AM
Speaking in third person? Coen approves of this.
Title: Future ADDS :)
Post by: StalkerCZ on May 12, 2014, 03:15:22 AM
Other new toys from Stalker workshop.


[attachment deleted by admin: too old]
Title: Re: Future ADDS :)
Post by: LittleMikey on May 12, 2014, 09:08:04 AM
Other new toys from Stalker workshop.

Does the Stun Pistol make it easier to capture enemies, or is it just cosmetic for now?
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 12, 2014, 09:50:11 AM
It will only stun for longer periods. We will make a tranquilizer that make pawns unconscious :)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Dr. Z on May 12, 2014, 04:00:44 PM
I was wondering if the mod features in-game weapons stats (exept for the traiding menu)?
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 12, 2014, 05:18:16 PM
I had thoughts of adding the stats to the descriptions of every weapon. And see how it looks like.

So at the moment the answer is no stats is not visible.
But we have a awesome fanmade weapons board, along with a stats sorting excell file :)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: LittleMikey on May 12, 2014, 10:25:06 PM
I was wondering if the mod features in-game weapons stats (exept for the traiding menu)?

If you get a weapons trader you can see the stats of any weapons that are in your orbital beacon's range.
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: UrbanBourbon on May 13, 2014, 06:34:25 PM
I'm feeling the mod is getting too bloated. I suggest separating the guns by their theme in their own separate downloads. WW-weapons, modern day weapons, sci-fi weapons. Then make an all-in-one mod that combines them all, possibly two versions of it - a toned-down "disarmed" version that doesn't include near-identical guns and one that doesn't have any limits (contains *everything*). So the download list could look like:

World War Weapons
Modern Day Weapons
Sci-Fi Weapons
All-In-One (compact version)
All-In-One (absolutely everything)

Not sure what to do with the lonely crossbow... Maybe convert it to a 21st century high-tech crossbow and move it to modern weapons? Put it to WW-weapons? Do both?

To any DIY modders and file tinkerers, I suggest:
- Decrease pistol range, increase rate of fire. Consider adding low-count low-rate burst fire to simulate rapid single-shot fire. And make Desert Eagle the handcannon that it is.
- Increase shotgun damage
- Seriously tweak assault rifle damage, based on calibre. Decrease burst fire bullet count for higher calibre rifles.

Requests:
- Guns from Mass Effect, especially a shotgun or two :) (sci-fi section has no shotguns!)
- AN-94 assault rifle. Proposed stats:

=====
AN-94
=====
Damage: 7
Accuracy: 9
Range: 35
Burst: 2 bullets
TicksBetweenBurstShots: 2 (super fast)
Bullet flight speed: high
Aiming time (aka warm-up): 2 secs
Cooldown: 1 sec
Price: ???
Description: This assault rifle fires two bullets in rapid succession and with high accuracy, thus basically causing double the rated damage. It's a bit slow to aim, however. Your enemies won't know what hit them... twice!



I totally love the images and the mod, no matter fat she gets <3
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 13, 2014, 06:43:37 PM
I had some though on that I posted a poll about it. But yeah it will get large. Our thought is to make it as easy as possible to locate and remove unwanted weapons by your self. Eather via a tool/installer or manual. I will talk to hexxagon about what he thinks is a good solution for this humongous pack. :)
And thx for the feedback :)

I will add some mass effect weapons to our to do list :)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: StalkerCZ on May 14, 2014, 12:56:46 PM
DUDE.. we make a big collection .. because everyone like other stile and other guns .. we keep this open big pack weapons / i hope. If you dont like some weapons dont use them .. lol
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: bartguy24 on May 16, 2014, 11:36:02 AM
Nice work on the 40k Guns Evul, but I was just wondering if you had considered having a Bolter Gun to go along with the Bolt Pistol >
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 16, 2014, 12:00:45 PM
I will make a bolter and a heavy bolter
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Austupaio on May 16, 2014, 12:58:11 PM
If you guys don't have sprites for those yet... I've got a little donation for you. Will edit this post once I find them. ;D
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 16, 2014, 01:34:01 PM
If they have vanilla style graphic we happily take them :)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Austupaio on May 16, 2014, 02:08:37 PM
Found them, a little bit smaller than average, but I think they'll fit in nicely.

(http://i.imgur.com/rQaERSs.png)
(http://i.imgur.com/G6CMQGh.png)
(http://i.imgur.com/o7IUuwO.png)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: StalkerCZ on May 17, 2014, 12:16:08 AM
Found them, a little bit smaller than average, but I think they'll fit in nicely.

Nice art.
(http://i.imgur.com/rQaERSs.png)
(http://i.imgur.com/G6CMQGh.png)
(http://i.imgur.com/o7IUuwO.png)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: JorDash on May 19, 2014, 09:22:33 PM
Have to say, I love this mod.
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 20, 2014, 04:40:16 AM
Well thank you :)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: StalkerCZ on May 20, 2014, 06:33:46 AM
Have to say, I love this mod.

You are welcome.
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: mrofa on May 20, 2014, 08:34:16 AM
Mass effect weapons, cant wait for M-96 Mattock :D
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 20, 2014, 08:57:55 AM
They will come :)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 20, 2014, 05:06:39 PM
INFORMATION FROM ME:
I will be kind of busy periodly during this year due to a general election in sweden.
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: nuschler22 on May 21, 2014, 12:12:24 PM
I have a question. I'll probably go "duh" when it's answered but I can't find it anywhere.

In the ratings, there is something that looks like "ATK CD" and I was wondering what it means.  It looks likes the higher the better, but just curious what it means.  Thanks.
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: StalkerCZ on May 21, 2014, 02:25:12 PM
I have a question. I'll probably go "duh" when it's answered but I can't find it anywhere.

In the ratings, there is something that looks like "ATK CD" and I was wondering what it means.  It looks likes the higher the better, but just curious what it means.  Thanks.

It is Time for Aming .. warmup / cooldown i think .. evul known he make this tab. :)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 21, 2014, 06:14:58 PM
I have a question. I'll probably go "duh" when it's answered but I can't find it anywhere.

In the ratings, there is something that looks like "ATK CD" and I was wondering what it means.  It looks likes the higher the better, but just curious what it means.  Thanks.

It is Time for Aming .. warmup / cooldown i think .. evul known he make this tab. :)

I assume you read the weapon picture tab.
"ATK CD" looks like that it is the warmup/cooldown time. If you divide that number with 60 you'll get the seconds before you fire.
Example the alien rifle M41A PulseRifle have 225 warmup time.
(225 / 60 = 2.08) thats 2.08 seconds delay between each burst.

A better way (not perfect cause it miss some values in the variable). It's Damage per Second (DPS) it can be easily read here (https://docs.google.com/spreadsheet/ccc?key=0AgGM64gmrQWMdDVlVnl4UlQtbHlpdnNBYjRLMGY3MlE&usp=sharing#gid=0).
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: mrofa on May 23, 2014, 01:56:25 AM
Mp40 description is epic :D
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: StalkerCZ on May 23, 2014, 08:05:57 AM
Mp40 description is epic :D

Thanx a loot. I work on other ww2 weapons. But dont have to much time. Hope have some today evening.  ???
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: jaredis1 on May 25, 2014, 07:24:58 PM
May I make a addon for this mod and my mod?
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 25, 2014, 07:26:21 PM
Yes you may.
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Celthric Aysen on May 26, 2014, 01:12:09 AM
um... Evul just interested, how do you plan to make the stun grenade and smoke grenade? i'm also trying to create these things but i have no success so far...
Edit: if you have any success, do you mind sharing the code with me? :)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 26, 2014, 05:49:43 AM
You can use the weapons instead :P
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: jaredis1 on May 26, 2014, 01:22:54 PM
Yes you may.
Thx you so much! Hope that my crafting mod will add so much to the game!!
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: JorDash on May 29, 2014, 01:55:23 AM
I'm curious as to the feasibility of a flamethrower?
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on May 29, 2014, 07:15:50 AM
Me to, previews versions have been made with a combination of the existing inferno rifle and fire speed.
We want something else less glitch and more dangerous.
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on June 01, 2014, 06:39:47 PM
Project Armory 1.06 for Alpha 4
Today 2nd June, ETA 1900 (GMT)
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: PunisheR007 on June 01, 2014, 11:07:17 PM
Project Armory 1.06 for Alpha 4
Today 2nd June, ETA 1900 (GMT)

Very nice, been waiting for this so i can start my new colony :).
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on June 02, 2014, 07:59:15 AM
For people that is interested in following our project closer;

Here is the roadmap that is updated when we make or fix something:

(http://dev.coldevil.com/rimworld/projectarmory/misc/PAroadmap.png) (http://dev.coldevil.com/mantis/roadmap_page.php?project_id=1)
(Click the picture to get to the roadmap on our mantis)
Title: Project Armory Ammo damage and speed chart
Post by: Evul on June 02, 2014, 09:47:14 AM
Just a quick little little file for people that is interested. :)

Here is a Ammo damage and speed chart that we uses for development of new weapons for balancing reasons.

EDIT: Also i'm waiting on some small files and when they are done we have version 2.06 ready for release :)

EDIT2: If people what to fix the damage chart, feel free to add your opinion and i may consider to change it. ^^

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 3F) Project Armory (v.2.05)
Post by: Evul on June 02, 2014, 12:11:08 PM
Current Changelog:
Code: [Select]
===========================================
Project Armory - Change Log
Project Armory - 2.06 (Not Yet Released)
===========================================

- [MAJOR] Project Armory Compatible with Alpha 4
- [MAJOR] Bullet damage on sniper and support weapons different then caliber damage.
- [ADDED] New Weapon: Bolter
- [ADDED] Tool for activating and deactivating weapons easly.
- [CHANGED] Change texture of the Boltpistol
- [FIXED] Some files are missing ThingDefs at the end
- [TEXT] Add Project Armory License, code and texture maker, to all weapons.

Yes everything is not on the mantis :P
Title: Project Armory 2.06 is here!
Post by: Evul on June 02, 2014, 04:38:15 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Project Armory 2.06 is here!

Here is version 2.06 of Project Armory! This version is first of all a fix to make the mod Alpha 4 compatible. But it also changes sniper rifles and support weapon damage. Small changes is also made here and there on some weapons.

Download:
(http://button.moddb.com/download/medium/70309.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-206)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?)

Changelog:
Code: [Select]
===========================================
Project Armory - Change Log
Project Armory - 2.06 (Released 2014-06-02)
===========================================

- [MAJOR] Project Armory Compatible with Alpha 4
- [MAJOR] Bullet damage on sniper and support weapons different then caliber damage.
- [ADDED] New Weapon: Bolter
- [CHANGED] Change texture of the Boltpistol
- [FIXED] Some files are missing ThingDefs at the end
- [TEXT] Add Project Armory License, code and texture maker, to all weapons.

===========================================
Project Armory - 2.05 (Released 2014-05-03)
===========================================

- [ADDED] New weapon: AS Val
- [ADDED] New weapon: Colt M1911
- [ADDED] New weapon: ENERGY "BRX-A1"
- [ADDED] New weapon: ENERGY "BRX-A2"
- [ADDED] New Weapon: Heckler & Koch UMP
- [ADDED] New weapon: M14 Rifle
- [ADDED] New weapon: M249
- [ADDED] New Weapon: MP 40
- [ADDED] New weapon: Nambu
- [ADDED] New Weapon: PK
- [ADDED] New weapon: Pump Shotgun Mossbearg500
- [ADDED] New weapon: RPD
- [ADDED] New weapon: SA.58 Tactical
- [ADDED] New Weapon: Vera
- [ADDED] New Weapon: Winchester Model 70
- [CHANGED] Franchi SPAS-12 balancing
- [CHANGED] Las weapon rifle vs pistol damage
- [CHANGED] Re work the Weapons_Guns.xml and only edit the weapons that actually is changed.
- [CHANGED] The HALO MA5D ICWS rifle
- [FIXED] AKS 74U has the same stats as the AK 47
- [FIXED] Forgot to edit the description of the about.xml
- [FIXED] Franchi SPAS-12 are using wrong <texturePath>
- [FIXED] Lupara
- [FIXED] PA_ModernWeapon-Mac10.xml labe is wrong
- [FIXED] PA_WorldWar2Weapon-Nambu have wrong defName
- [FIXED] PA_WorldWar2Weapon-Thompson1920.xml lable name is wrong
 

Please let us know if you find any thing that might be causing errors.

(http://dev.coldevil.com/mantis/images/mantis_pa_logo.png) (http://dev.coldevil.com/mantis)
Title: Re: [MOD] (Alpha 4) Project Armory (v.2.06)
Post by: madpluck on June 02, 2014, 06:19:34 PM
Evul I don't think the moddb link in the first post is updated for Alpha 4. Is that on purpose so people can still use the old version with Alpha 3?
Title: Re: [MOD] (Alpha 4) Project Armory (v.2.06)
Post by: Evul on June 02, 2014, 08:51:02 PM
The mirror list should be updated to v2.06 and there will be no backwards compabiliy. I just don't remove the old versions from the pages cause it looks a little more I'm working on it :P

Or what do you mean?
Title: Re: [MOD] (Alpha 4) Project Armory (v.2.06)
Post by: madpluck on June 02, 2014, 09:48:41 PM
The very first button, right under the logo, on the first page, is a link to moddb with a little wrench icon and the popularity of the download. That link links to 2.05; I just wasn't sure if you left it that way so you wouldn't lose your popularity count, or if you meant to change it to the most recent version of the mod.
Title: Re: [MOD] (Alpha 4) Project Armory (v.2.06)
Post by: Nerek21 on June 02, 2014, 11:40:38 PM
Hey, does 206 still work with Project Armory Raider Fix for 150 or should we wait for an updated version of that too???

Title: Re: [MOD] (Alpha 4) Project Armory (v.2.06)
Post by: Evul on June 03, 2014, 06:20:16 AM
I have not tried just notice the update on my mail.
But I recommend you to try :)
Don't think there is anything major effecting this mod.
Title: Re: [MOD] (Alpha 4C) Project Armory (v.2.06)
Post by: madpluck on June 03, 2014, 09:51:53 AM
In my latest game the raiders used all the PA weapons, so I'm not sure it's needed?
Title: Re: [MOD] (Alpha 4C) Project Armory (v.2.06)
Post by: Evul on June 03, 2014, 09:56:37 AM
Oh! I understud the text wrong! Haha dyslexia is a bitch...

The Raider fix was for version 1.50 only to fix a issue were the Raider were not using weapons.

The faction introduced a new way of handling weapons on the cost so we don't need to code anything for raiders and factions inorder to get the weapons to work. :)

So the latest 2.06 version is the only thing you need to play the game with awesome raids :)

EDIT: I removed outdated downloads from nexus and moddb :)
Title: Re: [MOD] (Alpha 4C) Project Armory (v.2.06)
Post by: Haplo on June 03, 2014, 03:20:43 PM
Hi Evul,
I've made an extension for the Workplaces mod where you can smelt all your lovely weapons.
But holy crap that where a lot of weapons I had to go through to update to your version 2.06 :)
I don't think I'll do the same for the weapon creation. It's just too much for li'l old me to do. :o
Title: Re: [MOD] (Alpha 4C) Project Armory (v.2.06)
Post by: Evul on June 03, 2014, 03:39:21 PM
There are only one new weapon. Take a look at the changelog :)
all defs are the same as before. :)
Title: Re: [MOD] (Alpha 4C) Project Armory (v.2.06)
Post by: Haplo on June 03, 2014, 04:30:46 PM
That may be, but my template wasn't really up to date, so I had to check everything if it was already there.. Hard work ;)
Title: Project Armory Weapons Kit Switcher
Post by: Evul on June 03, 2014, 04:45:31 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Weapons Kit Switcher for 2.07
Here is a video of the latest build were we have added a Weapons Kit Switcher (By Hexxagon). It will be available in version 1.07

Click here to get to the video:
https://www.youtube.com/watch?v=FZ3QN290sBw

(Also first ever public appearance on a youtube video!!!)
Title: Re: [MOD] (Alpha 4C) Project Armory (v.2.06)
Post by: Tynan on June 03, 2014, 04:55:02 PM
Amazing desktop background there Evul :P
Title: Re: Project Armory Weapons Kit Switcher
Post by: Evul on June 03, 2014, 04:56:28 PM
Amazing desktop background there Evul :P

Well thank you ^^
Its a Viking!
Title: Re: [MOD] (Alpha 4e) Project Armory (v.2.06)
Post by: Goatlike on June 05, 2014, 01:18:47 AM
Hi. I want write some descriptions for your weapons.
Example:
Code: [Select]
...
<description>A very old Crossbow.
DMG: 10
RNG: 38
ACC: 7
SPB: 1
Aim: 3 sec
DPS: 1.33</description>
...

May i do this?

And i not sure what use: Aim Time or Warm-up?
Title: Re: [MOD] (Alpha 4e) Project Armory (v.2.06)
Post by: Olek on June 05, 2014, 02:21:26 AM
Great mod, really adds a lot of diversity to the armaments, though I will say that the damage for some of the modern weapons are back the front, I know it doesn't really matter, just thought I would point it out though.
Title: Re: [MOD] (Alpha 4e) Project Armory (v.2.06)
Post by: Evul on June 05, 2014, 07:11:31 AM
Hi. I want write some descriptions for your weapons.
Example:
Code: [Select]
...
<description>A very old Crossbow.
DMG: 10
RNG: 38
ACC: 7
SPB: 1
Aim: 3 sec
DPS: 1.33</description>
...

May i do this?

And i not sure what use: Aim Time or Warm-up?

That whould be awesome!
One thing tho I don't think the description is vissable in any tool tip except traider. And they already show the values.

I think you should use aimtime cause its easier to understand. :)
I send you the current dev builds weapon so you can work on the proper weapons. :)

Great mod, really adds a lot of diversity to the armaments, though I will say that the damage for some of the modern weapons are back the front, I know it doesn't really matter, just thought I would point it out though.

Any weapon or ammoclass in pericular you think is weard?
Title: Re: [MOD] (Alpha 4e) Project Armory (v.2.06)
Post by: Goatlike on June 05, 2014, 08:05:23 AM
One thing tho I don't think the description is vissable in any tool tip except traider.

If i right understand you (my english is very well ::) ) This description may see in pawn weapon icon. When they drafted.

Quote
I think you should use aimtime cause its easier to understand.
Ok. But how calculate it, if the weapon is not have in table.

And when may i saw damage?
Title: Re: [MOD] (Alpha 4e) Project Armory (v.2.06)
Post by: Evul on June 05, 2014, 08:20:07 AM
One thing tho I don't think the description is vissable in any tool tip except traider.

If i right understand you (my english is very well ::) ) This description may see in pawn weapon icon. When they drafted.

Oh you right ^^
Forgot about that icon, cause i once were on a quest to fix that but never found the actual description. ^^



Quote
I think you should use aimtime cause its easier to understand.
Ok. But how calculate it, if the weapon is not have in table.

Aimtime is based on: Warmup / 60seconds = Aimtime

For example a weapon with 120 warmup have 2 Second Aimtime (120/60=2)
or
a weapon with 130 warmup have 2.2 Second Aimtime (130/60=2.1666 rounded up to 2.2)
Title: Re: [MOD] (Alpha 4e) Project Armory (v.2.06)
Post by: Goatlike on June 06, 2014, 01:35:50 AM
Aimtime is based on: Warmup / 60seconds = Aimtime

For example a weapon with 120 warmup have 2 Second Aimtime (120/60=2)
or
a weapon with 130 warmup have 2.2 Second Aimtime (130/60=2.1666 rounded up to 2.2)

Understand. And one more question. Where displayed damage of weapon? I don't found it in defs.

upd: Dragunov SVD have 8 damage )) it's fun.
Title: Re: [MOD] (Alpha 4e) Project Armory (v.2.06)
Post by: Evul on June 06, 2014, 02:55:29 AM
Aimtime is based on: Warmup / 60seconds = Aimtime

For example a weapon with 120 warmup have 2 Second Aimtime (120/60=2)
or
a weapon with 130 warmup have 2.2 Second Aimtime (130/60=2.1666 rounded up to 2.2)

Understand. And one more question. Where displayed damage of weapon? I don't found it in defs.

upd: Dragunov SVD have 8 damage )) it's fun.

I might have forgot to change that weapon. ^^
Title: Re: [MOD] (Alpha 4e) Project Armory (v.2.06)
Post by: Goatlike on June 06, 2014, 03:16:13 AM
That happen))

<ThingDef ParentName="BaseProjectileNeolithic">
      <defName>Arrow_Crossbow</defName>
      <label>Crossbow Bolt</label>
      <texturePath>Things/Projectile/Arrow_Small</texturePath>
      <projectile>
         <impactWorld>True</impactWorld>
         <damageDef>Bullet</damageDef>

         <DamageAmountBase>18</DamageAmountBase> // Real damage?
         <Speed>50</Speed>
      </projectile>
   </ThingDef>
   
   <ThingDef ParentName="BaseWeaponNeolithic">
      <defName>Bow_Crossbow</defName>
      <label>Crossbow</label>

      <description>A very old Crossbow.
      DMG: 10
      RNG: 38
      ACC: 7
      SPB: 1
      Aim: 3 sec.
      DPS: DPS=Damage/AIM*SPB </description>
      <texturePath>Things/Item/PAEquipment/Crossbow</texturePath>
      <soundInteract>BowLarge</soundInteract>
      <tradersCarry>True</tradersCarry>
      <basePrice>220</basePrice>
      <verb>
         <projectileDef>Arrow_Crossbow</projectileDef>

         <accuracy>7</accuracy> // it's Accuracy
         <warmupTicks>280</warmupTicks> // warmup/60=Aim time
         <range>38</range> // it's Range
         <fireSound>BowSmall</fireSound>
      </verb>
   </ThingDef>
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Evul on June 06, 2014, 03:28:05 AM
Damage correct it's 18.

DPS = Damage * bullets_per _burst ) / aim_time
So in this case (18*1)/3=6 DPS
it is not the best way of calculating and measuring weapons in my meaning.
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Goatlike on June 06, 2014, 03:52:13 AM
Thank you. Sorry for so many questions.

I don't know another ways for calculate DPS.
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Evul on June 06, 2014, 04:07:00 AM
No worries :)
It's 60 weapons better make it right in the first one :P

Test the first one so it looks good in game before continuing with the next cause you need to remove the tabs infant of the descriptions. Else it will look strange :)
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Goatlike on June 06, 2014, 06:03:54 AM
Remove tabs - Ok. But i like with tabs  ::) nevermind.

I detect pair missmatches. PA_ModernWeapon-Mosberg500.xml - Original name of weapon is Mossberg 500. Am i fix it in label tag?

PA_ModernWeapon-M2Browning.xml and PA_WorldWar2Weapon-M2Browning.xml have diffirents? Maybe one of it will delete?
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Evul on June 06, 2014, 06:20:07 AM
Remove tabs - Ok. But i like with tabs  ::) nevermind.

I detect pair missmatches. PA_ModernWeapon-Mosberg500.xml - Original name of weapon is Mossberg 500. Am i fix it in label tag?

PA_ModernWeapon-M2Browning.xml and PA_WorldWar2Weapon-M2Browning.xml have diffirents? Maybe one of it will delete?

Only remove the tabs in the <description> else the file will be un readable xD
I can fix the label namea so I get a proper changelog. The duplicate is intentional because of the kit switcher. The 50cal is used today and also during the world war Era.
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Goatlike on June 06, 2014, 07:08:13 AM
Only remove the tabs in the <description> else the file will be un readable xD

Strange. I tested with tabs and all was ok.

I already removing tabs.

P. S. Modern Weapons done.

Upd: PA_ModernLauncher-RPG7.xml have <description> tag in first <ThingDef> subcategory. And game displaed it. In other .xml's this tag miss.
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Evul on June 06, 2014, 08:59:18 AM
The RPG is based on handgranades. That is why it looks different :)

EDIT: if it works without removing the tabs in the description you don't have to :)
I was forced to remove the tabs in the about.xml :)
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Goatlike on June 06, 2014, 01:02:46 PM
Ok. Tomorrow i end my work. Some description was taken from wikipedia. I don't know how useful it is. And whether it is at all. I just want to sleep :)

upd: Done. All tested. All Visible. In RPG-7 first description is right, second description not work. I dublicate it in.

Defs send to PM.
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Evul on June 07, 2014, 04:34:44 AM
Roger that!
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Evul on June 07, 2014, 05:11:09 AM
Descriptions added on our server :)
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Evul on June 07, 2014, 08:26:42 AM
Realy nice job many thx!
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: JorDash on June 07, 2014, 08:34:46 AM
I'm getting this every time I load Project Armory. So far it hasn't caused any problems that I know of.

XML error: <bulletImpactSound>BulletImpactMetal</bulletImpactSound> doesn't correspond to any field in type ThingDef.

XML error: <randomMissRadius>1.0</randomMissRadius> doesn't correspond to any field in type ProjectileProperties.
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Goatlike on June 07, 2014, 08:40:55 AM
You are welcome :) // maybe it do not what i want write  ::)
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Evul on June 07, 2014, 08:41:28 AM
I'm getting this every time I load Project Armory. So far it hasn't caused any problems that I know of.

XML error: <bulletImpactSound>BulletImpactMetal</bulletImpactSound> doesn't correspond to any field in type ThingDef.

XML error: <randomMissRadius>1.0</randomMissRadius> doesn't correspond to any field in type ProjectileProperties.

Strange cause I play with the release build and I don't get it.
The randomMissRadius is the RPG7 loling about for som reason. Might be that the variable is changed and I missed that when making it alpha 4 playable.
Same goes for <bulletImpactSound>BulletImpactMetal</bulletImpactSound>
I will look and se if I can find the error.

I add it to our bugtracker and it will definitely be fit in the next version.
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Goatlike on June 07, 2014, 08:47:37 AM
I'm getting this every time I load Project Armory. So far it hasn't caused any problems that I know of.

XML error: <bulletImpactSound>BulletImpactMetal</bulletImpactSound> doesn't correspond to any field in type ThingDef.

XML error: <randomMissRadius>1.0</randomMissRadius> doesn't correspond to any field in type ProjectileProperties.

Core + PA?
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: JorDash on June 07, 2014, 08:48:52 AM
Yes
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Evul on June 07, 2014, 08:49:34 AM
I'm getting this every time I load Project Armory. So far it hasn't caused any problems that I know of.

XML error: <bulletImpactSound>BulletImpactMetal</bulletImpactSound> doesn't correspond to any field in type ThingDef.

XML error: <randomMissRadius>1.0</randomMissRadius> doesn't correspond to any field in type ProjectileProperties.

Core + PA?

It looks like I've missed variables somehow. If you don't have core activated you should not be able to start the game :)
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: JorDash on June 07, 2014, 08:55:44 AM
I'm getting this every time I load Project Armory. So far it hasn't caused any problems that I know of.

XML error: <bulletImpactSound>BulletImpactMetal</bulletImpactSound> doesn't correspond to any field in type ThingDef.

XML error: <randomMissRadius>1.0</randomMissRadius> doesn't correspond to any field in type ProjectileProperties.

Core + PA?

It looks like I've missed variables somehow. If you don't have core activated you should not be able to start the game :)

Core + PA. :) I usually have 8 - 12 mods running when I play. So when I saw that error I deactivated and restarted the game until I was just left with those two. Don't know how to specifically find those variables without pulling out all the weapons and putting them back in individually. Which would be a royal pain. Sorry I can't be of more help.
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Goatlike on June 07, 2014, 08:58:56 AM
XML error: <bulletImpactSound>BulletImpactMetal</bulletImpactSound> doesn't correspond to any field in type ThingDef.

I was that alerts in 2.04 or 2.05 build. Many alerts.
Quote
It looks like I've missed variables somehow. If you don't have core activated you should not be able to start the game :)
I know  ;D
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Evul on June 07, 2014, 09:01:10 AM
I'm getting this every time I load Project Armory. So far it hasn't caused any problems that I know of.

XML error: <bulletImpactSound>BulletImpactMetal</bulletImpactSound> doesn't correspond to any field in type ThingDef.

XML error: <randomMissRadius>1.0</randomMissRadius> doesn't correspond to any field in type ProjectileProperties.

Core + PA?

It looks like I've missed variables somehow. If you don't have core activated you should not be able to start the game :)

Core + PA. :) I usually have 8 - 12 mods running when I play. So when I saw that error I deactivated and restarted the game until I was just left with those two. Don't know how to specifically find those variables without pulling out all the weapons and putting them back in individually. Which would be a royal pain. Sorry I can't be of more help.

I'll make a fail search when I get home :)
It should not be that hard finding it.

Make sure you have version 2.06 installed case the weapon do not work in version 2.05
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: JorDash on June 07, 2014, 09:04:13 AM
Quote
Make sure you have version 2.06 installed case the weapon do not work in version 2.05

I have it. This is probably the main mod I follow. So whenever you put a new version I get it. =D
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Evul on June 08, 2014, 02:21:49 PM
I can't reproduce the error you getting. :3
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: JorDash on June 09, 2014, 06:51:38 AM
I can't reproduce the error you getting. :3

So I um feel like a total idiot. Went and cleared my data log, uninstalled all my mods, and then re-installed PA. All just so I could send you the data log. Realized I wasn't getting that error, so I did that for all the mods I use. Again. Turns out it was a different mod. I could have sworn I checked multiple times. Kind of embarrassed about that. Ah well. My apologies for making you do extra work.
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Goatlike on June 09, 2014, 06:58:43 AM
Embrasures )) I was use it too. And was catching alerts. It for alpha 3. Need fix it in near future.

upd: wow, already fixed.
Title: Re: [MOD] (Alpha 4E) Project Armory (v.2.06)
Post by: Evul on June 09, 2014, 07:39:01 AM
Hehe no worries, i just searched throe the files and it took me like 2 min to realize that it did not exist. :P
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Dr. Z on June 09, 2014, 03:39:56 PM
Would it be possible to make a seperate mod which deletes the standard weapons. With project armory they seem to be a bit useless.
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Evul on June 09, 2014, 03:43:50 PM
we plan to have the vanilla weapons in the game Glock 19 replaces the pistol for example. So we will only integrate the existing weapons in to the mod and changing the names. We will not remove them. :)

Edit: it is possible to make a mod removing them. But we wont do it ^^
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Bilxx1 on June 10, 2014, 06:32:59 PM
So I like the weapons racks a lot but would it be possible to change the default storage to all weps off ? I only keep about 10 different  weps and have to uncheck everything. Please :)
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Evul on June 10, 2014, 06:38:39 PM
So I like the weapons racks a lot but would it be possible to change the default storage to all weps off ? I only keep about 10 different  weps and have to uncheck everything. Please :)

Yeah I've been thinking on that to. I will take a look if I can make it possible to add a category to the rack. So you can turn on and off all the weapons. So you can add only the one you like. Simular to the stockpiles.
I always forget about it. And I have to say it's a pain in the ass making a only P90 room.
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Evul on June 12, 2014, 06:45:44 AM
Message to all developmers
All inactive cloudforge accounts have been purged. Cause there is no purpose of a inactive account. People that have send me a PM or is on hold (active but have stuff going on at the moment) have there accounts still active.

New development guidelines and information will be posted soon. To make it possible to develop weapons and equipment more independently.
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Evul on June 14, 2014, 06:10:59 AM
FN P90 (Silencer)
(http://dev.coldevil.com/rimworld/ProjectArmory/Gun_FNP90(S).png)
Code: [Select]
DMG: 4
RNG: 20
ACC: 9
SPB: 4
Aim: 1.5 sec.
DPS: 10.67
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: JorDash on June 14, 2014, 06:40:51 AM
Nice. Do silencers give any benefit in game or are they just cool to look at?
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Evul on June 14, 2014, 07:30:22 AM
-2 range none other effect :P
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: JorDash on June 14, 2014, 11:26:59 PM
Ok cool.
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Evul on June 15, 2014, 06:58:03 AM
I am about to add more equipment related bonuses/penalties.
I will post a full list when I have a complete list.
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Evul on June 19, 2014, 09:56:14 AM
597 MB and 1 755 files in the DevBuild SVN working directory O.O that's allot for a mod that only adds weapons. ^^
Title: Project Armory Equipment Rack!
Post by: Evul on June 19, 2014, 10:37:36 AM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Project Armory Equipment Rack!

This little addon makes all weapons deactivated in the Equipment Rack at default. It is for people that hate to deactivate 60 weapons inorder to get a room with only one kind if weapon.

Download:
(http://button.moddb.com/download/medium/70946.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-equipment-rack)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?tab=1)

Please let us know if you find any thing that might be causing errors.

(http://dev.coldevil.com/mantis/images/mantis_pa_logo.png) (http://dev.coldevil.com/mantis)
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Goatlike on June 21, 2014, 01:41:58 AM
Hi. Add "space" after <description>, then description joining (merge) with gun name.

And use <textureFolderPath> for different textures for one gun. I think it good solution for Bolter ))
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Evul on June 21, 2014, 09:27:25 AM
Hi. Add "space" after <description>, then description joining (merge) with gun name.
Any weapon in perticular that have that?

And use <textureFolderPath> for different textures for one gun. I think it good solution for Bolter ))

I will experiment with that  :)
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: mrofa on June 21, 2014, 09:33:52 AM
Hows <textureFolderPath> work ?
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: minami26 on June 21, 2014, 09:55:55 AM
Hows <textureFolderPath> work ?

It works just like how the debrisRock gets different kinds of textures.
by using <textureFolderPath>folder/items<textureFolderPath>

The "items" is just the folder itself.
and you need to name your files inside like
"itemsA, itemsB, itemsC"

to give them different kinds of textures randomly.
check the textures Tynan give it was like that I think. (http://ludeon.com/forums/index.php?topic=2325.0)
Tynan structured them like that in the Debris files.
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Celthric Aysen on June 21, 2014, 10:17:43 AM
Hows <textureFolderPath> work ?

It works just like how the debrisRock gets different kinds of textures.
by using <textureFolderPath>folder/items<textureFolderPath>

The "items" is just the folder itself.
and you need to name your files inside like
"itemsA, itemsB, itemsC"

to give them different kinds of textures randomly.
check the textures Tynan give it was like that I think. (http://ludeon.com/forums/index.php?topic=2325.0)
Tynan structured them like that in the Debris files.
wow, didn't know you could do that, thanks for bringing this up :)
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: mrofa on June 21, 2014, 10:25:23 AM
FFs i writed almost 200 line code to change textures and you tell me that this was in game all along X_X
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Evul on June 21, 2014, 10:27:58 AM
That is actually kind a funny ^^
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: minami26 on June 21, 2014, 10:28:47 AM
FFs i writed almost 200 line code to change textures and you tell me that this was in game all along X_X

:)) haha,, I thought you guys checked tynan's files! HAHAHA
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Celthric Aysen on June 21, 2014, 10:30:55 AM
FFs i writed almost 200 line code to change textures and you tell me that this was in game all along X_X
I know right? a hidden feature hidden in the lines of the rubble of rocks ;)
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.06)
Post by: Goatlike on June 22, 2014, 08:24:57 PM
Hi. Add "space" after <description>, then description joining (merge) with gun name.
Any weapon in perticular that have that?


PA_ModernLauncher-M79, PA_ModernWeapon-FAMASG2, PA_ModernWeapon-vz58P, PA_ModernWeapon-vz58V, VanillaWeapon-Pistol and VanillaWeapon-Shotgun.
Title: Project Armory Version 2.10 is finally here!
Post by: Evul on June 23, 2014, 08:16:06 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Project Armory Version 2.10 is finally here!

(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

We are now pride to release this bug free build to all you guys! This version adds 5 new weapons. That you can use in combination of build defensive bunkers and place armed guards to protecting your colony against the hordes of living dead or the swarming of arachnids. This build includes the Weapons Kit Switcher that allows you to change weapons that are being used in the game. Enjoy!

Whats new?
5 New Weapons: FAMAS-G2, M79 grenade launcher, vz. 58 P, vz. 58 V, FN P90 (Silencer)
New tool the Weapons Kit Switcher. (By: Hexxagon)
Descriptions and stats added to all weapons. (by: Goatlike)
And some other fixes and changes, including the mandatory spelling fixes.

Download:
(http://button.moddb.com/download/medium/71133.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-210)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?)
(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/509-project-armory/)

*Here is a video by Evul showing of and explaining the Weapons Kit Switcher. It can be found in the mods folder inside the ProjectArmory210 directory were you installed the mod.

https://www.youtube.com/watch?v=FZ3QN290sBw

Project Armory Equipment Rack:
You can also download the Project Armory Equipment Rack that fixes the problem were you need to deactivate all the weapons in the Equipment Rack.

(http://button.moddb.com/download/medium/70946.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-equipment-rack)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?tab=1)



Project Armory recommends you to try out these mods:
Embrasures (http://ludeon.com/forums/index.php?topic=3961.0) and Rimworld Zombie Apocalypse (http://ludeon.com/forums/index.php?topic=3635.0)



Please let us know if you find any thing that might be causing errors.

(http://dev.coldevil.com/mantis/images/mantis_pa_logo.png) (http://dev.coldevil.com/mantis)
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: JorDash on June 23, 2014, 08:56:35 PM
Nexus seems to be having issues at the moment. For those who want to download this as badly as I do, please be patient while Nexus deals with their issues.
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: Evul on June 23, 2014, 08:58:15 PM
ModDB works finne :P
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: JorDash on June 23, 2014, 09:02:29 PM
ModDB works finne :P

Yah just downloaded it from there.  :D
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: bobisback on June 28, 2014, 07:30:40 PM
Look for quite a while trying to figure out what atkcd means and the wt and ct mean on the weapon stats.

No luck finding anything haha, so what do they mean?

P.S out of the mondern weapons seems like the m4a1 or the m14 rule out what do you guys think?
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: Evul on June 29, 2014, 05:22:41 AM
DMG: Damage
RNG: Range
ACC: Accuracy
SPB: (Don't Remember, Speed per bullet I think)
Aim: Aim tine
DPS: Damage per second a comparison value.


What do you mean with rule out? Cause they uses M4A1 uses same value as the m16 purity much. :)
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: bobisback on June 29, 2014, 12:18:37 PM
Thanks for the reply. All the stuff you mentioned I already know. What I do not understand is in the screenshot in the very beginning of the thread there is a value called "atkcd" I do not know what this means. Also in the game I am playing there is values that go with atkcd that are wt and ct. I do not know what these are either.

For example a gun will say "atkcd: 280wt/100ct" <<<<< What does this mean????

As for the guns just trying to find the best gun haha. I like the m4 the best so far.
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: Evul on June 29, 2014, 12:48:27 PM
Ah! Now I follow! :)
It is (Don't know what it stand for XD) warmup and cooldown time.
Instead in the game description we use aimtime.

Cause warmup is a little tricky. it's amount of ticks before the weapon fires and there is 60 ticks on a second. So instead we use aimtime. (Warmup / 60 seconds = aimtime)

I think it is kind a hard to find the perfect weapon cause I've been working hard to balance the damed things. :P

Personal favorite is the P90 ^^
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: Goatlike on June 29, 2014, 02:05:13 PM
DMG: Damage
RNG: Range
ACC: Accuracy
SPB: (Don't Remember, Speed per bullet I think)
Aim: Aim tine
DPS: Damage per second a comparison value.


What do you mean with rule out? Cause they uses M4A1 uses same value as the m16 purity much. :)

SPB: Shots Per Burst ))
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: Evul on June 29, 2014, 03:58:02 PM
oh xD Thx ^^
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: bobisback on July 01, 2014, 12:51:02 PM
Sweet thanks guys :D

Well now that i got the alein weapons that m40-1 pulse rifle or something like that takes the cake as the best for me hahaha. I have a stock pile of like 15 plus all my colonists have them. I can rape like 40 guys no turrets with them hahahah

Though this is with the techtree minai mod so not sure if it is your weapon or not.
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: DarkXess on July 01, 2014, 01:13:19 PM
*Sorry for the delay, been on my travels - working on updating all the mod pages etc now.

Thanks for posting your update, mirrors and download page updated :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/509-project-armory/)

You can always contact me for changes to be made to the above link, also any updates please be kind to
inform us or even submit the update yourself on our downloads section (http://www.modsaholic.com/forums/index.php/files/).
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: Evul on July 03, 2014, 07:29:13 AM
Oh forgot to add it!
Link added to mirror list! :D
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: Evul on July 03, 2014, 08:18:49 AM
Sweet thanks guys :D

Well now that i got the alein weapons that m40-1 pulse rifle or something like that takes the cake as the best for me hahaha. I have a stock pile of like 15 plus all my colonists have them. I can rape like 40 guys no turrets with them hahahah

Though this is with the techtree minai mod so not sure if it is your weapon or not.

Hmm I think I will take a look at that weapon. :P
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: JorDash on July 03, 2014, 09:05:12 AM
Soooooo, Um updating this for A5 yet?  ;D
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: Evul on July 03, 2014, 01:21:38 PM
Lol. I will convert what needs to be converted when I come home :P and HOPFULLY manage to do that today quickly so I can play the update for Space Engineers that should be out any minute now :P
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: JKTD1919 on July 03, 2014, 10:34:16 PM
*whispers* Alpha 5 isn't out yet. ;)
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: Evul on July 04, 2014, 03:35:59 AM
*Whispers back* I know but I need to do that anyway. :P
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: StorymasterQ on July 04, 2014, 04:26:21 AM
*Whispers* Why are we whispering?
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: Evul on July 04, 2014, 04:38:58 AM
*Whispering* I don't know...!
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: Evul on July 04, 2014, 03:16:35 PM
*Not whispering that much* I'm working on it ^^
Title: Re: [MOD] (Alpha 4F) Project Armory (v.2.10)
Post by: Evul on July 04, 2014, 05:57:22 PM
Release imminent.
This will be a public test send me feedback direct if something is weard.
Title: Project Armory for Alpha 5 is here!
Post by: Evul on July 04, 2014, 06:23:01 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Project Armory for Alpha 5 is here!

(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

This update make the mod compatible with Alpha 5 nothing else is added. Don't forget to like/rate/vote/give endorsements! :D


Download:
(http://button.moddb.com/download/medium/71618.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-211)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?)
(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://SOOOOOOON!)


Project Armory Equipment Rack:
You can also download the Project Armory Equipment Rack that fixes the problem were you need to deactivate all the weapons in the Equipment Rack.

(http://button.moddb.com/download/medium/70946.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-equipment-rack)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?)


We recommend you trying out this mod:
Target Practise (http://ludeon.com/forums/index.php?topic=2158.0) by ItchyFlea (http://ItchyFlea)



Please let us know if you find any thing that might be causing errors.

(http://dev.coldevil.com/mantis/images/mantis_pa_logo.png) (http://dev.coldevil.com/mantis)
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Morrigi on July 04, 2014, 06:48:41 PM
Nice, thanks for the quick update.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 04, 2014, 07:03:28 PM
No probs! let me know if there is anything wrong and i make a hotfix and or update! :)
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: TheNakedM24Man on July 04, 2014, 07:08:47 PM
have they added a way to add custom weapon sounds yet? or is that easy to do?
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 04, 2014, 07:14:11 PM
It have been in for a while :)

We have not focused on it one of the members of the team were making a total realistic sound pack but i think it is suspended.

I was planing on changing the sounds for the launchers but i lost the sound files, and forgot hwo made the changes................. *Embarrassed*  :-[
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: TheNakedM24Man on July 04, 2014, 07:27:12 PM
oh I see
Title: We need more weapons and equipment!
Post by: Evul on July 05, 2014, 08:29:44 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
We need more weapons and equipment!

(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

Hi everybody!
We have allot of weapons, but we need some more so be free to request a weapon and we will make more. Cause my fantasy is draining after the current list is made. ^^

I am also planing of use the new accuracy system to our advantage. By making scoped weapons suck on close range, SMG better on close and medium range etc... If some one have a good idea on how to plan this please let me know :)

Here is the current accuracy values:
Code: [Select]
OLD ACCURACY SYSTEM to NEW SYSTEM - TRANSLATION TABLE

-----------------------------------------------------------------------------
 Range 4 15 30 50
-----------------------------------------------------------------------------

old_accuracy
1 79% 42% 18% 6%
2 85% 55% 30% 13%
3 89% 64% 41% 22%
4 91% 71% 50% 32%
5 93% 77% 59% 42%
6 95% 83% 68% 53%
7 96% 87% 77% 64%
8 98% 92% 85% 76%
9 99% 96% 92% 88%
10 100% 100% 100% 100%



    1 becomes
                <accuracyTouch>0.79</accuracyTouch>
                <accuracyShort>0.42</accuracyShort>
                <accuracyMedium>0.18</accuracyMedium>
                <accuracyLong>0.06</accuracyLong>

    3 becomes
                <accuracyTouch>0.89</accuracyTouch>
                <accuracyShort>0.64</accuracyShort>
                <accuracyMedium>0.41</accuracyMedium>
                <accuracyLong>0.22</accuracyLong>

    4 becomes
                <accuracyTouch>0.91</accuracyTouch>
                <accuracyShort>0.71</accuracyShort>
                <accuracyMedium>0.50</accuracyMedium>
                <accuracyLong>0.32</accuracyLong>

    5 becomes
                <accuracyTouch>0.93</accuracyTouch>
                <accuracyShort>0.77</accuracyShort>
                <accuracyMedium>0.59</accuracyMedium>
                <accuracyLong>0.42</accuracyLong>

    6 becomes
                <accuracyTouch>0.95</accuracyTouch>
                <accuracyShort>0.83</accuracyShort>
                <accuracyMedium>0.68</accuracyMedium>
                <accuracyLong>0.53</accuracyLong>

    7 becomes
                <accuracyTouch>0.96</accuracyTouch>
                <accuracyShort>0.87</accuracyShort>
                <accuracyMedium>0.77</accuracyMedium>
                <accuracyLong>0.64</accuracyLong>

    8 becomes
                <accuracyTouch>0.98</accuracyTouch>
                <accuracyShort>0.92</accuracyShort>
                <accuracyMedium>0.85</accuracyMedium>
                <accuracyLong>0.76</accuracyLong>

    9 becomes
                <accuracyTouch>0.99</accuracyTouch>
                <accuracyShort>0.96</accuracyShort>
                <accuracyMedium>0.92</accuracyMedium>
                <accuracyLong>0.88</accuracyLong>
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Austupaio on July 05, 2014, 08:49:09 PM
Ohhh! There's a range system now? That sounds awesome!

I really wish I had time to test it out and apply this new stuff to my own mod. Good luck with setting yours up for it, when I have time for development, I'll likely use Project Armory for inspiration. :D
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: a89a89 on July 05, 2014, 09:34:46 PM
Could you add all of these? http://keegandoesmovies.blogspot.ca/2014/02/top-10-coolest-guns-in-sci-fi.html
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Viperlol on July 05, 2014, 09:44:45 PM
Here is hoping you can use the textures I sent you, although i think one or two may be a double up.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: BaronBW on July 06, 2014, 09:41:43 AM
Thanks for the mod its pretty good, but I noticed a possible issue with the equipment rack supplemental modification.

(http://puu.sh/9Z936/fb1895d6c1.jpg)

Equipment racks cease to exist on creation.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Marshy on July 06, 2014, 10:05:38 AM
Thanks for the mod its pretty good, but I noticed a possible issue with the equipment rack supplemental modification.

(http://puu.sh/9Z936/fb1895d6c1.jpg)

Equipment racks cease to exist on creation.

+1 This happened to me also.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 06, 2014, 10:05:59 AM
Thanks for the mod its pretty good, but I noticed a possible issue with the equipment rack supplemental modification.

(http://puu.sh/9Z936/fb1895d6c1.jpg)

Equipment racks cease to exist on creation.

I fixed this and reuploaded :)
Version 1.02 Nexus is up now moddb soon.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 06, 2014, 10:36:17 AM
Here is hoping you can use the textures I sent you, although i think one or two may be a double up.

They look good i think i will be able to use some of them :)

Could you add all of these? http://keegandoesmovies.blogspot.ca/2014/02/top-10-coolest-guns-in-sci-fi.html

Added to our task list :)
Some of them is to OP to actually add but i will see what i can do.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: nuschler22 on July 06, 2014, 03:18:20 PM
I'm getting an error when I try to download it. 
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: nuschler22 on July 06, 2014, 03:19:50 PM
FYI, this link worked for me but the in message one didn't:

http://www.moddb.com/mods/project-armory/downloads/project-armory-211
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 06, 2014, 03:23:27 PM
If you get error use any of the other mirrors. :)
I don't get any errors when i try to download them.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: nuschler22 on July 06, 2014, 03:35:37 PM
I just tried again.  It happened twice, then actually took me to it....but the error I got the several times was this:   (strange)

http://sooooooon%21/

Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 06, 2014, 04:35:40 PM
I just tried again.  It happened twice, then actually took me to it....but the error I got the several times was this:   (strange)

http://sooooooon%21/

Oh yeah xD it is a mirror to modsaholic but they have not mirrored it yet but I sent them a PM use the other mirrors meanwhile.

Sorry for that ^^
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: AstronauticalFerret on July 06, 2014, 11:53:21 PM
Is there a way to modify a specific gun itself so that raiders or other NPCs can't spawn with it? I'm trying to make a story line about a sniper who has the last of a specific rifle and it looks silly when an NPC pops up with the same type of weapon.  Thanks :D
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 07, 2014, 05:49:25 AM
Yes there is :)

Take a look at for example PA_ModernWeapon-DragunovSVD.xml

On line 39 to 41
Code: [Select]
<weaponTags>
<li>SniperRifle</li>
</weaponTags>
This lines regulates the spawn of weapons. The AK functions at a similar way.
Code: [Select]
<weaponTags>
<li>Gun</li>
</weaponTags>
By removing the <li>SniperRifle</li> or <li>Gun</li> no raider or pawn will spawn with it. You can also make new tags and also alter pawn tags to spawn with specific weapons. The MercenarySniper is a great example for that they have the tag:
Code: [Select]
77      <weaponTags>
78        <li>SniperRifle</li>
79      </weaponTags>
Cause they are only allowed to spawn with Sniper Rifles.
If you make a new tag for example GuerrillaFighter and also (make a new pawn and faction for it) and only add the tag to the AK47 (and the pawn) All pawns with the Guerrilla fighters only will then only spawn with AK47s and no other weapons.

EDIT: I have thoughts on adding new tags to all the weapons so it is easily modified.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: AstronauticalFerret on July 07, 2014, 06:09:55 AM
Awesome thanks Eval, I followed your steps and got it working so that no raiders are using my rifle. Thanks for your help.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 07, 2014, 06:14:08 AM
Awesome thanks Eval, I followed your steps and got it working so that no raiders are using my rifle. Thanks for your help.

No probs! :)
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Reysuke on July 07, 2014, 06:49:07 AM
Hey :)
Awesome Mod! Lovin it.
If you still need some Weapon ideas how about a
Railgun, Famas, Tar 21,  and Milkor MGL  or XM25 as Grenade Launchers :)
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Viperlol on July 07, 2014, 10:19:21 AM
Hey :)
Awesome Mod! Lovin it.
If you still need some Weapon ideas how about a
Railgun, Famas, Tar 21,  and Milkor MGL  or XM25 as Grenade Launchers :)
Well i just threw together some textures for a Railgun, Tar 21 and a Milkor MGL among other things.
Here is hoping Evul can fit them into this great mod.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: JorDash on July 07, 2014, 05:49:57 PM
Thanks for having this done so quickly. Something I noticed is that when you select a specific era of weapons to use, the vanilla ones still show up in the hands of raiders and traders. Even when you have the vanilla ones deactivated. For instance I had WWII, Modern, and scifi activated with all others deactivated. Traders were showing up with pilas and bows for sale. Also crossbows might be a fun idea for the medieval period as well as javelins, spears, and slings.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 07, 2014, 07:34:15 PM
Hey :)
Awesome Mod! Lovin it.
If you still need some Weapon ideas how about a
Railgun, Famas, Tar 21,  and Milkor MGL  or XM25 as Grenade Launchers :)
Well that can...

Hey :)
Awesome Mod! Lovin it.
If you still need some Weapon ideas how about a
Railgun, Famas, Tar 21,  and Milkor MGL  or XM25 as Grenade Launchers :)
Well i just threw together some textures for a Railgun, Tar 21 and a Milkor MGL among other things.
Here is hoping Evul can fit them into this great mod.
... also look intresting :) Some of them are braking the vanilla theame we going for. But some of the other can be usable if they are edited. :)
I lett you know witch one we can and can not use :)

Thanks for having this done so quickly. Something I noticed is that when you select a specific era of weapons to use, the vanilla ones still show up in the hands of raiders and traders. Even when you have the vanilla ones deactivated. For instance I had WWII, Modern, and scifi activated with all others deactivated. Traders were showing up with pilas and bows for sale. Also crossbows might be a fun idea for the medieval period as well as javelins, spears, and slings.

The vanilla weapons are just a name replacer I'm afraid. So if you whnat to deactivate the vanilla weapons, you need to edit the Core def files or edit the tag of the PA vanilla guns.
By deactivating the weapon via the kit switcher the name is turned on of. Was not stated clear enoth in the kit switcher gona se if hexxagon will fix that later. :)
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 07, 2014, 07:58:28 PM
My computer just went down also means my servers also is down the CPU had a temptress of 90 degree Celsius... So i think I know the reason...

Edit: i can inform that all my projects are located on a separate server so they are safe :)
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Prodenswe on July 08, 2014, 05:34:29 AM
M41A Pulse rifle!! Damn. This mod gets downloaded becouse of that. Where the damn aliens and the Sentry guns :)
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: JorDash on July 08, 2014, 02:28:20 PM
If you check out the gear tab on your colonist you can right click and get information on the weapons. Their stats and what not. I noticed however that the rpg doesn't.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 08, 2014, 02:40:42 PM
If you check out the gear tab on your colonist you can right click and get information on the weapons. Their stats and what not. I noticed however that the rpg doesn't.

Might be something to do with the fact that it's a grenade. Aka a modified hand grenade to work as a launcher.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: JorDash on July 08, 2014, 02:46:59 PM
If you check out the gear tab on your colonist you can right click and get information on the weapons. Their stats and what not. I noticed however that the rpg doesn't.

Might be something to do with the fact that it's a grenade. Aka a modified hand grenade to work as a launcher.

Ah. Ok. Thanks.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Zack_Wester on July 08, 2014, 08:05:11 PM
Evul can I Suggest an "Gun"?
http://i.imgur.com/eYF0L4h.jpg?1
Probably firing, Laser, Pulse laser or plasma bolts.
so put it in Sci-Fi.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 09, 2014, 11:00:06 AM
Evul can I Suggest an "Gun"?
http://i.imgur.com/eYF0L4h.jpg?1
Probably firing, Laser, Pulse laser or plasma bolts.
so put it in Sci-Fi.

It's not from any move game or something right?
In that case what do you want to call it?
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Zack_Wester on July 09, 2014, 12:53:13 PM
Evul can I Suggest an "Gun"?
http://i.imgur.com/eYF0L4h.jpg?1
Probably firing, Laser, Pulse laser or plasma bolts.
so put it in Sci-Fi.

It's not from any move game or something right?
In that case what do you want to call it?

Not sure what to name it, I mean we could use the name of what it is. http://imgur.com/a/Iwy58
I mean its just an repainted http://nerf.wikia.com/wiki/RapidStrike_CS-18 whit an http://nerf.wikia.com/wiki/Six_dart_clip_%28N-Strike%29 in stead of the included 12 round.
CS-19 something would be an good name.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 09, 2014, 01:26:04 PM
Evul can I Suggest an "Gun"?
http://i.imgur.com/eYF0L4h.jpg?1
Probably firing, Laser, Pulse laser or plasma bolts.
so put it in Sci-Fi.

It's not from any move game or something right?
In that case what do you want to call it?

Not sure what to name it, I mean we could use the name of what it is. http://imgur.com/a/Iwy58
I mean its just an repainted http://nerf.wikia.com/wiki/RapidStrike_CS-18 whit an http://nerf.wikia.com/wiki/Six_dart_clip_%28N-Strike%29 in stead of the included 12 round.
CS-19 something would be an good name.

PA_SciFi-ProjectArmory_Weapon-CS19.xml
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

<!--
PROJECT ARMORY WEAPON

CODE AUTHOR: Evul
TEXTURE MAKER: Evul

USER LICENSE:
All weapons texture and code may be altered to the users
liking to fit the world the user wants to create.
You may add or remove weapons of your downloaded
Project Armory Pack to further more customize your world.
You are also allowed to publish Project Armory weapons
in your own modpack or mod. The only thing we ask for
is that you link to our forum page so people that like
the weapons can download more of them.
-->

<ThingDef Name="BaseGun" Abstract="True">
<category>Item</category>
<eType>Equipment</eType>
<thingClass>Equipment</thingClass>
<label>Gun</label>
<equipmentType>Primary</equipmentType>
<isGun>True</isGun>
<pathCost>10</pathCost>
<useStandardHealth>True</useStandardHealth>
<selectable>True</selectable>
<maxHealth>100</maxHealth>
<altitudeLayer>Item</altitudeLayer>
<alwaysHaulable>True</alwaysHaulable>
<tickerType>Never</tickerType>
<techLevel>Spacer</techLevel>
<storeCategories>
<li>Weapons</li>
</storeCategories>
<weaponTags>
<li>Gun</li>
</weaponTags>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
</comps>
<verb>
<category>Nonnative</category>
<verbClass>Verb_Shoot</verbClass>
<cooldownTicks>40</cooldownTicks>
<label>VerbGun</label>
<description>Fire a bullet.</description>
<hasStandardCommand>true</hasStandardCommand>
<targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetBuildings>true</canTargetBuildings>
<worldObjectTargetsMustBeAutoAttackable>true</worldObjectTargetsMustBeAutoAttackable>
</targetParams>
<canMiss>true</canMiss>
</verb>
</ThingDef>

<ThingDef Name="BaseBullet" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>Bullet</label>
<useStandardHealth>False</useStandardHealth>
<neverMultiSelect>True</neverMultiSelect>
<baseMaterialType>Transparent</baseMaterialType>
</ThingDef>

<!-- ============================================================== -->

<ThingDef ParentName="BaseBullet">
<defName>Bullet_CS19C</defName>
<label>Plasma</label>
<texturePath>Things/Projectile/GreenCharge_Small</texturePath>
<projectile>
<damageDef>Bullet</damageDef>
<DamageAmountBase>6</DamageAmountBase>
<Speed>64</Speed>
</projectile>
</ThingDef>

<ThingDef ParentName="BaseGun">
<defName>Gun_CS19_wea</defName>
<label>CS-19</label>
<description></description>
<texturePath>Things/Item/PAEquipment/Gun_CS19</texturePath>
<soundInteract>InteractChargeRifle</soundInteract>
<tradersCarry>True</tradersCarry>
<basePrice>128</basePrice>
<verb>
<projectileDef>Bullet_CS19C</projectileDef>
<warmupTicks>98</warmupTicks>
<range>28</range>
<accuracyTouch>0.96</accuracyTouch>
<accuracyShort>0.87</accuracyShort>
<accuracyMedium>0.77</accuracyMedium>
<accuracyLong>0.64</accuracyLong>
<fireSound>ShotChargeRifle</fireSound>
<burstShotCount>3</burstShotCount>
<ticksBetweenBurstShots>4</ticksBetweenBurstShots>
</verb>
</ThingDef>
</ThingDefs>

Fist look. :)
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Zack_Wester on July 09, 2014, 04:25:08 PM
Could work. I give you the lead.
Its an assault riffle, Lower the touch range an tiny bit and raise/leave the short range,
I think that thing is an pain to aim at point blank.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: mrofa on July 09, 2014, 05:30:40 PM
Will pistols get some bonus on close range ?
They kinda sux atm even in urban combat :/
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 09, 2014, 05:57:07 PM
Relay? :3
How does the vanilla pistol work with it's accuracy close range?
Cause most of the mod pistols have better accuracy then the vanilla one.

I will try out some combat to test the new accuracy closer. I made a weapon test mod with a dummy gun with comets that can be used for weapon testing if anyone want to experiment.

The mod replaces all the raiders weapons so they only use the dummy gun. (Change cost if problems.).

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

<!--
PROJECT ARMORY WEAPON

CODE AUTHOR: Evul
TEXTURE MAKER: Evul

USER LICENSE:
All weapons texture and code may be altered to the users
liking to fit the world the user wants to create.
You may add or remove weapons of your downloaded
Project Armory Pack to further more customize your world.
You are also allowed to publish Project Armory weapons
in your own modpack or mod. The only thing we ask for
is that you link to our forum page so people that like
the weapons can download more of them.
-->

<ThingDef Name="BaseGun" Abstract="True">
<category>Item</category>
<eType>Equipment</eType>
<thingClass>Equipment</thingClass>
<label>Gun</label>
<equipmentType>Primary</equipmentType>
<isGun>True</isGun>
<pathCost>10</pathCost>
<useStandardHealth>True</useStandardHealth>
<selectable>True</selectable>
<maxHealth>100</maxHealth>
<altitudeLayer>Item</altitudeLayer>
<alwaysHaulable>True</alwaysHaulable>
<tickerType>Never</tickerType>
<techLevel>Midworld</techLevel>
<storeCategories>
<li>Weapons</li>
</storeCategories>
<weaponTags>
<li>TESTWEAPON</li>
</weaponTags>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
</comps>
<verb>
<category>Nonnative</category>
<verbClass>Verb_Shoot</verbClass>
<cooldownTicks>40</cooldownTicks>
<label>VerbGun</label>
<description>Fire a bullet.</description>
<hasStandardCommand>true</hasStandardCommand>
<targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetBuildings>true</canTargetBuildings>
<worldObjectTargetsMustBeAutoAttackable>true</worldObjectTargetsMustBeAutoAttackable>
</targetParams>
<canMiss>true</canMiss>
</verb>
</ThingDef>

<ThingDef Name="BaseBullet" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>Bullet</label>
<useStandardHealth>False</useStandardHealth>
<neverMultiSelect>True</neverMultiSelect>
<baseMaterialType>Transparent</baseMaterialType>
</ThingDef>

<!-- ============================================================== -->

<ThingDef ParentName="BaseBullet">
<defName>Bullet_dummy</defName>
<label>Dummy bullet</label>
<texturePath>Things/Projectile/Bullet_Small</texturePath>
<projectile>
<damageDef>Bullet</damageDef>
<!-- bullet damage -->
<DamageAmountBase>4</DamageAmountBase>
<!-- bullet speed -->
<Speed>60</Speed>
</projectile>
</ThingDef>

<ThingDef ParentName="BaseGun">
<defName>Gun_dummy</defName>
<label>Dummy Gun</label>
<description> Dummy weapon for testing.</description>
<texturePath>Things/Item/PAEquipment/Gun_Dummy</texturePath>
<soundInteract>InteractSMG</soundInteract>
<tradersCarry>false</tradersCarry>
<basePrice>0</basePrice>
<verb>
<projectileDef>Bullet_FNP90C</projectileDef>
<!-- ticks between each fire (60 ticks = 1 Second) -->
<warmupTicks>90</warmupTicks>
<!-- gun range -->
<range>22</range>
<!-- gun accuracy (4 Squares) -->
<accuracyTouch>0.99</accuracyTouch>
<!-- gun accuracy (15 Squares) -->
<accuracyShort>0.96</accuracyShort>
<!-- gun accuracy (30 Squares) -->
<accuracyMedium>0.92</accuracyMedium>
<!-- gun accuracy (50 Squares) -->
<accuracyLong>0.88</accuracyLong>
<!-- gun burst shot -->
<burstShotCount>4</burstShotCount>
<!-- ticks between each burst shot (60 ticks = 1 Second) -->
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
<fireSound>ShotUzi</fireSound>
</verb>
</ThingDef>

</ThingDefs>

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 09, 2014, 06:34:14 PM
If some one whats to run it quick i have a save game here with a smal town.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: AstronauticalFerret on July 09, 2014, 08:58:41 PM
Testing out your Dummy Gun right now on that map you uploaded. Seems to work the same as any other gun, I don't see a comet anywhere.

I made a separate game still in dev mode. I spawned a bunch of Raiders and armed all the colonists with the Dummy gun. A pawn with 20 in shooting Seemed to hit 1-2 out of 10 at long range, decent at mid range with a 2-4 out of 10, combat worthy at close range with a 4-5 out of 10. Note this is with a 20 Shooting character. This of course is horrid for a pawn who is clearly a boot in the art of ranged weapons. I will continue my testing.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: AstronauticalFerret on July 09, 2014, 09:27:07 PM
Update. Don't seem to do a lot of damage. 20 raiders vs my 3 guys. five minute firefight and only one of my guys drop, no drops on the raiders.  Going to make some manual adjustments in the files.
I normally have dmg set on all my weapons to be one hit kills/incaps on humanoids for realism reasons, so it may just be my impatience xD. Though it is fun watching a bunch of people fire at each other.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 09, 2014, 09:32:09 PM
The dummy weapon deals 1 damage and have 1/1/1/1 accuracy. As stated in the code I posted above :) the comments are located in the xml file not in the game. :)
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: AstronauticalFerret on July 09, 2014, 09:59:32 PM
xD Just realized that when I opened up the XML, Sorry about that! I can't see the "code" things on the forum for some reason anymore. I'm not sure if it's because I switched back to FireFox and a setting is off or what. I'll switch back to google so I can see those code posts again as to keep from being a total noob xD.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 10, 2014, 11:45:52 AM
The dummy weapon is for try to get a good accuracy. :)
Make a colonist have 10 in there firearm skill and try get some target practice done. :)

Lower the accuracy and see what effect it have etc.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: mrofa on July 10, 2014, 01:29:09 PM
Changed ticksBetweenBurstShots to 0 and burstShotCount to 8 and i got smg shotgun :D
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 10, 2014, 06:52:21 PM
Yeah that look kind a funny set it to 1 tic and 100 that's a sight :P
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: JKTD1919 on July 10, 2014, 09:34:47 PM
Can we have a SAIGA-12 and/or AA-12?
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Bog on July 11, 2014, 01:44:10 AM
I have a Pancor Jackhammer, SAIGA-12, AA-12 and Daewoo USAS-12 in the works. If Evul thinks my quality is good enough for the mod you'll probably be seeing them soon.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: murlocdummy on July 11, 2014, 01:50:27 PM
To be honest, I'd prefer armor or melee weapons to be added to the armory mod.  Whenever I get enough sniper rifles and miniguns, I just sell off or smelt all of the other weapons.  Not that they aren't cool to have, but the stats on them can't quite balance the need to shoot at sieging raiders without the entire army shooting back.
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 11, 2014, 05:42:02 PM
To be honest, I'd prefer armor or melee weapons to be added to the armory mod.  Whenever I get enough sniper rifles and miniguns, I just sell off or smelt all of the other weapons.  Not that they aren't cool to have, but the stats on them can't quite balance the need to shoot at sieging raiders without the entire army shooting back.

Until the vanilla game adds melee weapons we will add them. Cause we want to avoid workarounds. But armors will be implemented as stated (somewhere between page 3 to 9 of this topic ^^)
So armor and melee is confirmed but! no melee until the vanilla game have it. :)

I have a Pancor Jackhammer, SAIGA-12, AA-12 and Daewoo USAS-12 in the works. If Evul thinks my quality is good enough for the mod you'll probably be seeing them soon.

They look sexy :) Look at you email :)
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: BetaSpectre on July 11, 2014, 09:31:06 PM
The Browning and M60 take too long to fire to be of use unless they have 50 ish range my colonists are better off with an AR like the pulse rifle
Title: Re: [MOD] (Alpha 5) Project Armory (v.2.11)
Post by: Evul on July 12, 2014, 07:23:30 AM
Ok taking a look at it :)

EDIT: Issue 255: Lower the warmup tick value for support weapons. (http://dev.evul.nu/mantis/view.php?id=255)
Title: Project Armory KRISS Vector by Viperlol
Post by: Evul on July 12, 2014, 12:37:25 PM
Here is a little picture of a KRISS Vector.
The texture is made by Viperlol and it is awesome!
(http://media.moddb.com/cache/images/mods/1/25/24707/thumb_620x2000/ShowcaseKRISSVector.png)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 12, 2014, 03:15:27 PM
Attachment modifier chart its WiP.

Code: [Select]
Attachment basePrice accuracyTouch accuracyShort accuracyMedium accuracyLong range
Collimator Sight 30 +0.24 +0.20 0.00 0.00 N/A
Combat Optic Sight 50 -0.10 0.00 +0.10 +0.8 +5
Sniper Optic Sight 60 -0.30 -0.15 +0.15 +0.30 +10

EDIT: Also welcome Bog (http://ludeon.com/forums/index.php?action=profile;u=9095)!


EDIT2: I can also share this while I'm at it:
(http://media.moddb.com/cache/images/mods/1/25/24707/thumb_620x2000/PromoPic01.jpg)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Reysuke on July 12, 2014, 06:08:25 PM
Looks Amazing!

Love the modifiers Idea :)

Cant wait :3
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Dr. Z on July 12, 2014, 06:14:50 PM
Suggestion: More Mass Effect Weapons!!
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 12, 2014, 06:16:35 PM
This one is under development  (http://dev.evul.nu/mantis/search.php?project_id=1&search=Mass%20Effect&sticky_issues=on&sortby=last_updated&dir=DESC&hide_status_id=90&match_type=0):)

New weapon: [Mass Effect] M-15 Vindicator
New weapon: [Mass Effect] M-3 Predator
New weapon: [Mass Effect] Collector Assault Rifle
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: BetaSpectre on July 12, 2014, 06:36:20 PM
I'd love to see a clothing/armor mod in the future xD
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 12, 2014, 07:05:25 PM
It will come. ;)

(Sorry for the edit of your thread... Still not use to the moderator button suddenly appearing in the corner of the mod forum xD)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 12, 2014, 10:53:55 PM
So I've compiled a little list for myself of all the weapons requested on this thread for this mod.

It's like ~160.  :o

Anyways, I'll probably make a few from it here and there between making the weapons that I want to see ... ;D ... but in the mean time I figured I'd throw a little bone to whomever sees this.

It's called:

Bog's Suggest a Gun Game!

Assuming it's an appropriate suggestion, I'll make the next gun requested after this post.

The rules:

1. Don't suggest a melee weapon. Currently the vanilla game doesn't support them so I won't make one yet. It'll be an option once they're added to the normal Rimworld. (Nudge> Nudge> Wink* Wink* Mr. Tynan.   ;))

2. Try not to suggest something over powered. For example, you might suggest the M54-S Nuke Launcher from Starship Troopers. Basically I can't make it because it wouldn't fit into Project Armoury for obvious balance reasons. If you do suggest an "overpowered" gun I might make it but nerf it down so it fit's the mod/game balance... which might in turn disappoint you. Just saying. You have been warned.

3. Don't suggest something inappropriate or gross. I'll just ignore it. No examples needed.

4. Don't suggest something that would be hard to code, because my coding skills suck. If you want a boomerang I think that'd be really cool, but unfortunately I wouldn't know where to start. The best I could do is make a boomerang that shoots straight, doesn't come back, and doesn't spin. Not much of a boomerang after all. So stick with "normal" guns as far as gameplay mechanics are concerned.

5. First come first serve. As I said above, I'll make the first gun suggested. If you're second we'll add it to my normal list of guns to make, but it might take a long time considering that there's ~160 on that list already.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 13, 2014, 04:17:35 AM
If you dare throw your self at it try make a armor :P
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: nesbit on July 13, 2014, 07:26:00 AM
Would the BFG9000 and plasma gun from doom be considered overpowered?
Title: Project Armory accuracy value
Post by: Evul on July 13, 2014, 07:57:21 AM
Would the BFG9000 and plasma gun from doom be considered overpowered?

I leave this to Bog. :P
Also i don't relay know what it does :)


Project Armory accuracy value
I am planing on a new range system for the weapons cause i considered the current kind a vague and does not give specific weapons any bonus or penalty for there usage. So i came up with this formula!:
Range effectiveness * (PAAV / 10) = Accuracy value
PAAV = Project Armory accuracy value (witch range from 1.00 to 10.00)

For example i i have a Pistol, SMG, Assault Rifle or a SniperRifle with a PAAV value of 10.00 it will turne out like this:
Code: [Select]
defName accuracyTouch accuracyShort accuracyMedium accuracyLong
Pistol
     Range effectiveness 100% 80% 40% 10%
     Accuracy value 1,00 0,80 0,40 0,10

SMG
     Range effectiveness 80% 100% 60% 10%
     Accuracy value 0,80 1,00 0,60 0,10

Assault Rifle
     Range effectiveness 30% 60% 100% 55%
     Accuracy value 0,30 0,60 1,00 0,55

SniperRifle
     Range effectiveness 10% 30% 65% 100%
     Accuracy value 0,10 0,30 0,65 1,00

PA accuracy value (PAAV) (1.00-10.00)
10,00

And if i have a weapon with a PAAV value of 4.15 it will turn out this (Also a crappy weapon :P):

Code: [Select]
defName accuracyTouch accuracyShort accuracyMedium accuracyLong
Pistol
     Range effectiveness 100% 80% 40% 10%
     Accuracy value 0,42 0,33 0,17 0,04

SMG
     Range effectiveness 80% 100% 60% 10%
     Accuracy value 0,33 0,42 0,25 0,04

Assault Rifle
     Range effectiveness 30% 60% 100% 55%
     Accuracy value 0,12 0,25 0,42 0,23

SniperRifle
     Range effectiveness 10% 30% 65% 100%
     Accuracy value 0,04 0,12 0,27 0,42

PA accuracy value (PAAV) (1.00-10.00)
4,15

As you can see, each weapon have a bonus depending on the class and type of weapon. have a better solution? please let me know. :)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: AstronauticalFerret on July 13, 2014, 07:59:05 AM
Tesla Electrocoil Gun. Shock the heck out of your enemies! Then shock them again!
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 13, 2014, 07:59:47 AM
That would need some dll coding :) but we can add them to the list :)

EDIT: i think this one is nice: http://img2.wikia.nocookie.net/__cb20130517013053/warehouse13/images/a/a1/Tesla_Gun_(Cut).PNG
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 13, 2014, 09:11:45 AM
I just had a craaaaazy fight between 1 raider group with light firearms and 1 traveling group heavily armed. The result were devastating for the raiders xD
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: AstronauticalFerret on July 13, 2014, 09:26:20 AM
That would need some dll coding :) but we can add them to the list :)

EDIT: i think this one is nice: http://img2.wikia.nocookie.net/__cb20130517013053/warehouse13/images/a/a1/Tesla_Gun_(Cut).PNG

That's sexy. The one I've been geeking out over is this baby. http://cs9266.vkontakte.ru/u19911665/95894745/x_d66699e1.jpg
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 13, 2014, 09:32:15 AM
That would need some dll coding :) but we can add them to the list :)

EDIT: i think this one is nice: http://img2.wikia.nocookie.net/__cb20130517013053/warehouse13/images/a/a1/Tesla_Gun_(Cut).PNG

That's sexy. The one I've been geeking out over is this baby. http://cs9266.vkontakte.ru/u19911665/95894745/x_d66699e1.jpg

Tesla rifle? :P were is it from?
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: BetaSpectre on July 13, 2014, 03:48:34 PM
I sort of want fallout weapons to pop up sometime like the plasma caster, gatling laser, and mini nuke launcher

But at one point I fear this mod will have too many weapons xD
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 13, 2014, 04:11:15 PM
I sort of want fallout weapons to pop up sometime like the plasma caster, gatling laser, and mini nuke launcher

But at one point I fear this mod will have too many weapons xD
It can't be to manny!  We only need to make a better categorization system :P that's all :P
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: AstronauticalFerret on July 13, 2014, 05:00:26 PM
That would need some dll coding :) but we can add them to the list :)

EDIT: i think this one is nice: http://img2.wikia.nocookie.net/__cb20130517013053/warehouse13/images/a/a1/Tesla_Gun_(Cut).PNG

That's sexy. The one I've been geeking out over is this baby. http://cs9266.vkontakte.ru/u19911665/95894745/x_d66699e1.jpg

Tesla rifle? :P were is it from?

No idea, I just had the image saved in my bookmarks for a while. Plan on making my own version of it at the workshop for a cosplay at some point once I buy the materials. SteamPunk anything is always neat to look at.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 13, 2014, 05:13:56 PM
Would the BFG9000 and plasma gun from doom be considered overpowered?

Well actually I haven't played Doom believe it or not.  :P

I know the BFG9000 from it's reputation. I think I'm going to skip over it. At least for now...

On the other hand I found some video's of the Plasma Gun from Doom 3, as well as some nice stat spread sheets and screenshots of it, so I think I'll have a go at it.

I guess this means you're the winner of this stage of Bog's Suggest a Gun Game!

Congratulations.  8) I'll try to have the gun ready for our next release.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 13, 2014, 05:26:52 PM
I sort of want fallout weapons to pop up sometime like the plasma caster, gatling laser, and mini nuke launcher

But at one point I fear this mod will have too many weapons xD
As Evul said, I don't think we can have too many weapons. The Weapons Kit Selector packaged with the mod means that players can pick and choose either weapon "eras" or individual weapons to play with.

If the dozens we have seems like to much you could play a game with just World War 2 weapons, for example.

Or just modern weapons.

Or randomly just World War 1 and Science Fiction weapons.  ;D

Really whatever kind of combinations you want.  8)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 13, 2014, 05:34:27 PM
I sort of want fallout weapons to pop up sometime like the plasma caster, gatling laser, and mini nuke launcher

But at one point I fear this mod will have too many weapons xD
As Evul said, I don't think we can have too many weapons. The Weapons Kit Selector packaged with the mod means that players can pick and choose either weapon "eras" or individual weapons to play with.

If the dozens we have seems like to much you could play a game with just World War 2 weapons, for example.

Or just modern weapons.

Or randomly just World War 1 and Science Fiction weapons.  ;D

Really whatever kind of combinations you want.  8)

Personally I play with all ^^ also cause I usually play with the devbuild instead of the public build. ^^ a test build will be out for our testers as soon as I have fixed the mass effect weapons :)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 13, 2014, 06:07:20 PM
That would need some dll coding :) but we can add them to the list :)

EDIT: i think this one is nice: http://img2.wikia.nocookie.net/__cb20130517013053/warehouse13/images/a/a1/Tesla_Gun_(Cut).PNG

That's sexy. The one I've been geeking out over is this baby. http://cs9266.vkontakte.ru/u19911665/95894745/x_d66699e1.jpg

Tesla rifle? :P were is it from?

No idea, I just had the image saved in my bookmarks for a while. Plan on making my own version of it at the workshop for a cosplay at some point once I buy the materials. SteamPunk anything is always neat to look at.

Gonna do some research and see if I can find it. :)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 13, 2014, 07:06:52 PM
Would the BFG9000 and plasma gun from doom be considered overpowered?

Well actually I haven't played Doom believe it or not.  :P

I know the BFG9000 from it's reputation. I think I'm going to skip over it. At least for now...

On the other hand I found some video's of the Plasma Gun from Doom 3, as well as some nice stat spread sheets and screenshots of it, so I think I'll have a go at it.

I guess this means you're the winner of this stage of Bog's Suggest a Gun Game!

Congratulations.  8) I'll try to have the gun ready for our next release.

Alright, I've made it for our internal Developer Build. Hopefully it'll be balanced enough for the next release.

It was a hard one. It took me well over an hour to make the gun's texture... most other guns take me ~10 minutes. The bullet texture was also a little tricky. It took me about 15 minutes for it alone.

Currently it shoots bursts of 7 shots that deal 5 damage each, at as close to the same rate of fire I could get from the youtube video I saw.

The damage per shot seems a little low when compared to how powerful it was in the video, but I felt I had to do it for balance reasons. It still has a higher DPS then most of the other PA assault rifles, at the expense of shorter range and needing a longer aim time making someone using it less maneuverable.

Overall I think it's pretty balanced and a lot of fun to use.   :)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: nesbit on July 14, 2014, 12:57:02 AM
Would the BFG9000 and plasma gun from doom be considered overpowered?

Well actually I haven't played Doom believe it or not.  :P

I know the BFG9000 from it's reputation. I think I'm going to skip over it. At least for now...

On the other hand I found some video's of the Plasma Gun from Doom 3, as well as some nice stat spread sheets and screenshots of it, so I think I'll have a go at it.

I guess this means you're the winner of this stage of Bog's Suggest a Gun Game!

Congratulations.  8) I'll try to have the gun ready for our next release.

Alright, I've made it for our internal Developer Build. Hopefully it'll be balanced enough for the next release.

It was a hard one. It took me well over an hour to make the gun's texture... most other guns take me ~10 minutes. The bullet texture was also a little tricky. It took me about 15 minutes for it alone.

Currently it shoots bursts of 7 shots that deal 5 damage each, at as close to the same rate of fire I could get from the youtube video I saw.

The damage per shot seems a little low when compared to how powerful it was in the video, but I felt I had to do it for balance reasons. It still has a higher DPS then most of the other PA assault rifles, at the expense of shorter range and needing a longer aim time making someone using it less maneuverable.

Overall I think it's pretty balanced and a lot of fun to use.   :)

Awesome. Cant wait for nostalgia to kick in ;D. This mod is absolutely amazing.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: BetaSpectre on July 14, 2014, 01:39:29 AM
Wow must have not read a read me somewhere I had no idea I could select which guns would appear or not.

It seems that I just love this mod more with each passing day xD
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 14, 2014, 06:06:53 AM
There is even a (embarrassing) video i made about it and showing how it works. :P It exist on the Evul Development YouTube channel :P (First ever made YouTube video with my voice.)

EDIT: there it is: https://www.youtube.com/watch?v=FZ3QN290sBw
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 14, 2014, 06:50:34 PM
It's time for round 2 of:

Bog's Suggest a Gun Game!

Assuming it's an appropriate suggestion, I'll make the next gun requested after this post.

The rules:

1. I reserve the right to veto or ignore any suggestions at my own discretion. I'll try not to as much as possible, but I might here and there based mostly on the rest of the rules here.

2. First come first serve.

3. You can't win two rounds in a row. If you won last time I'll skip over you and reward the next eligible poster.

4. Don't suggest a melee weapon. Currently the vanilla game doesn't support them so I won't make one yet. It'll likely become an option once they're added to the normal Rimworld. (Nudge> Nudge> Wink* Wink* Mr. Tynan. ;))

5. Try not to suggest something that's overpowered. For example, you might suggest the M54-S Nuke Launcher from Starship Troopers. Basically I can't make it the way it "should" function because it wouldn't fit into Project Armoury for obvious balance reasons. If you do suggest an overpowered gun I might choose not to make it, or choose to make it but nerf it down so it fit's the mod/game balance... which might in turn disappoint you. Just saying. You have been warned.

6. Don't suggest something inappropriate or gross. I'll just ignore it. No examples needed.

7. Don't suggest something that would be hard to code, because my coding skills really aren't very good. If you want a boomerang I think that'd be really cool, but unfortunately I wouldn't know where to start. The best I could probably do is make a boomerang that shoots straight, doesn't come back, and doesn't spin... so not much of a boomerng after all. :-\ So stick with "normal" guns as far as gameplay mechanics are concerned.

8. Don't suggest anything too silly. If you suggest the Plasma Blaster gun from Earthworm Jim it'd probably be fine, but if you suggest the "Chicken Clucker" - the one in Earthworm Jim 3D where he runs around with a green chicken and shoots eggs at people - I'll probably skip over it because I don't think it'd fit the rest of the mod.

PS: If someone else has commented first, don't be afraid to post your suggestion anyways! If I skip the posts above yours for any reason, your suggestion might suddenly become the winner. Either way, we'll add it to our internal list of guns people have suggested and might get around to it sometime.

----------

Previous Winner:

nesbit, who suggested either the BFG9000 or the Plasma Gun.
Result: I made the Plasma Gun from Doom 3.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 14, 2014, 09:03:04 PM
but I was thinking on add the nuke launcher xD
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 14, 2014, 09:24:04 PM
 ;D

Well you can, but I think it would need to be nerfed just a little bit.  :P
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: AstronauticalFerret on July 15, 2014, 07:52:21 AM
If you could make the nuke launcher create a zone of irradiated content the it would be balances since radiation itself is unable to distinguish allies.  If you use one, you have to plan ahead with how you use it, otherwise you could end up screwing yourself over due to colonists or once allied forced getting caught in an irradiated zone thus causing radiation sickness which can have some nasty surprises.

Another note, it would be seen as a negative thing to do by other tribes and colonies, maybe even by your own colonists, to use a nuclear weapon due to the damage it causes to the environment, ecosystem, and livelihood of other humans.

So yeah you can make it powerful as hell like a mini nuke would be, but no ones going to like you or even listen to you if you use it. So you'd have to decide, use a mininuke against an insanely large raider force because you can, suffer the consequence of pissing off all other colonies and tribes, risk your people in their pathfinding to a radiated area, having to clean the bodies out of the area, deal with negative emotional drawbacks from using the weapon, and probably cause other people from other tribes/colonies to get caught in the RAD-Zone which will make them an enemy to you.


And that's how you balance the use of a mini nuke.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 15, 2014, 09:04:07 AM
If you could make the nuke launcher create a zone of irradiated content the it would be balances since radiation itself is unable to distinguish allies.  If you use one, you have to plan ahead with how you use it, otherwise you could end up screwing yourself over due to colonists or once allied forced getting caught in an irradiated zone thus causing radiation sickness which can have some nasty surprises.

Another note, it would be seen as a negative thing to do by other tribes and colonies, maybe even by your own colonists, to use a nuclear weapon due to the damage it causes to the environment, ecosystem, and livelihood of other humans.

So yeah you can make it powerful as hell like a mini nuke would be, but no ones going to like you or even listen to you if you use it. So you'd have to decide, use a mininuke against an insanely large raider force because you can, suffer the consequence of pissing off all other colonies and tribes, risk your people in their pathfinding to a radiated area, having to clean the bodies out of the area, deal with negative emotional drawbacks from using the weapon, and probably cause other people from other tribes/colonies to get caught in the RAD-Zone which will make them an enemy to you.


And that's how you balance the use of a mini nuke.

It is to powerful to actually have in game but a simple system for it would have been have looooong warmup time and dangerously high explosive rate. Making it some what dangerous to use for the player.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: cap_dikkop on July 16, 2014, 06:54:20 PM
Hey, I don't know if you're still adding new weapons, and maybe this weapon is already in the list. But I love the whalter WA2000. The beautiful style of this rifle is like no other and hitman made it a bit more famous. I don't know anything about modding but if  this gun could make it in you list I would be a happy man.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 16, 2014, 07:21:47 PM
Hey, I don't know if you're still adding new weapons, and maybe this weapon is already in the list. But I love the whalter WA2000. The beautiful style of this rifle is like no other and hitman made it a bit more famous. I don't know anything about modding but if  this gun could make it in you list I would be a happy man.

We are still making new weapons. It is added to our task list :)
0000268 (http://dev.evul.nu/mantis/view.php?id=268): New Weapon: WA2000

Also here are the current new weapon list:
Code: [Select]
===========================================
Project Armory - 2.12 Dev (Released 2014-07-15)
===========================================

- [ADDED] New Weapon: [DOOM 3] Plasma gun
- [ADDED] New Weapon: [007] Moonraker Pistol
- [ADDED] New Weapon: [007] Goldeneye Moonraker Laser
- [ADDED] New Weapon: Mateba Autorevolver
- [ADDED] New Weapon: Mateba Grifone
- [ADDED] New Weapon: Roth-Steyr M1907
- [ADDED] New Weapon: Star M1914
- [ADDED] New Weapon: Steyr M1912
- [ADDED] New Weapon: Steyr M1912 MP
- [ADDED] New Weapon: Steyr-Mannlicher M1901
- [ADDED] New Weapon: Webley Revolver
- [ADDED] New Weapon: Winchester M1907
- [ADDED] New Weapon: British Apache
- [ADDED] New Weapon: Thompson M1928A1
- [ADDED] New Weapon: Huot Automatic Rifle
- [ADDED] New Weapon: [Turok 2] Plasma Rifle
- [ADDED] New Weapon: [Turok: Rage Wars] Plasma Rifle
- [ADDED] New Weapon: [007] Moonraker Laser
- [ADDED] New Weapon: Gabbett-Fairfax Mars
- [ADDED] New Weapon: Walther PPK
- [ADDED] New Weapon: USAS-12
- [ADDED] New Weapon: Smith & Wesson Model 29
- [ADDED] New Weapon: Saiga-12
- [ADDED] New Weapon: AA-12
- [ADDED] New Weapon: LeMat Carbine
- [ADDED] New Weapon: LeMat Revolver
- [ADDED] New Weapon: Pancor Jackhammer
- [ADDED] New Weapon: Apache
- [ADDED] New Weapon: British Bulldog
- [ADDED] New Weapon: Lebman M1911
- [ADDED] New Weapon: Browning Auto-5
- [ADDED] New Weapon: Colt Monitor
- [ADDED] New Weapon: Lebman M1907
- [ADDED] New Weapon: Sawn-off Browning Auto-5
- [ADDED] New Weapon: Carcano M91
- [ADDED] New Weapon: Chauchat
- [ADDED] New Weapon: M1918 BAR
- [ADDED] New Weapon: MP-18
- [ADDED] New Weapon: Ross Rifle
- [ADDED] New Weapon: Steyr-Mannlicher M1894
- [ADDED] New Weapon: Steyr-Mannlicher M1895
- [ADDED] New Weapon: Dragon
- [ADDED] New Weapon: Webley-Fosbery Automatic Revolver
- [ADDED] New Weapon: McMillan Tac-50
- [ADDED] New Weapon: KRISS Vector
- [ADDED] New weapon: [Mass Effect] M-8 Avenger
- [CHANGED] Glock 17 and 18 texture replaced.
- [CHANGED] Damage on the for FN P90 to low.
- [CHANGED] Lower the warmup tick value for support weapons. (M60 machine gun, M2 Browning and Bren)

Known Issue:
- Weapons Kit Switcher are missing new weapon categorie.
- CS19 is missing its texture. (Have placeholder)


You can keep an eye on our bug and feedback tracker :)
(http://dev.evul.nu/mantis/images/mantis_pa_logo.png) (http://dev.evul.nu/mantis/my_view_page.php)

Here you can find a roadmap and changelog :)
Title: Project Armory Accuracy System Discussion Thred
Post by: Evul on July 16, 2014, 08:33:56 PM
I am working on a new accuracy system and i need all your help i can get to actually have a good system that everyone is happy with.

Click here to get to the post (http://ludeon.com/forums/index.php?topic=4811.0)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 16, 2014, 09:23:16 PM
Hey, I don't know if you're still adding new weapons, and maybe this weapon is already in the list. But I love the whalter WA2000. The beautiful style of this rifle is like no other and hitman made it a bit more famous. I don't know anything about modding but if  this gun could make it in you list I would be a happy man.

We are still making new weapons. It is added to our task list :)
0000268 (http://dev.evul.nu/mantis/view.php?id=268): New Weapon: WA2000

Congratulation's cap_dikkop, you're the winner of the round 2 of Bog's Suggest a Gun Game... which is funny because I'm under the impression that you didn't know about it.  ;D (check the previous page on this thread)

I'll get started on it right away.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 17, 2014, 12:15:27 AM
Alright, "I'll get started on it right away" didn't happen. Some unrelated real life stuff got in the way.  :-\


... but it's done now!  :D

Whether or not it'll make it into the next release I have no idea. We're in the middle of balance testing the next version so throwing another weapon in might have adverse effects... and I've already twisted Evul's arm to update it prematurely because I accidentally left out one of my weapons that was supposed to in it. :P

But have no fear, the Walther WA2000 is well on the way. Possibly in the next release, but if not, the one after that.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 17, 2014, 07:59:08 AM
Internal test builds for balancing reasons is released now and then so no worries :)
As you can see in the changelog of our bug tracker there a bunch only for testing.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Viceroy on July 17, 2014, 08:31:19 AM
Hey can I request an Atlatl? It throws a spear (called dart in this case) similar to a pilum, it is smaller but faster moving with higher accuracy at medium to long range with somewhat less damage. It is naturally a prehistoric/medieval weapon and I feel that your weapon pack (although marvelous) lacks in that department to some extent.

http://en.wikipedia.org/wiki/Spear-thrower
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 17, 2014, 06:41:12 PM
Making an Atlatl is a great idea. I can't believe I didn't think of it sooner, considering that I've actually used (thrown? shot?) one. It'd especially be nice because we haven't actually added any new "tribal" weapons to the mod yet... It's been something I've been wanting to do.

If you can think of any other weapons that would fit the tribal tech levels, I'd love to hear them. So far I can only think of:

"Primitive" Tribal Weapons:

Boomerang (but I wouldn't know how to make it work from a programming perspective)
Bolas (But the graphic would just "slide" making it look bad)
Slingshot
Blowdarts
Throwing stone axes, such as tomahawks.

Metal "Tribal" Weapons: (these would need metal, which might be a stretch for being at tribal technology levels. I could make them look like they're made of copper or something that could be easily hammered into shape by tribal peoples after they've scavenged the metal from more advanced people's ruins.)

Chakrams
Kpinga (again, would just slide, not spin)
Throwing knives (they could be thrown "spear style" like many modern commandos do to remove the spin)
Throwing darts
Throwing stars

... so not much at all, and many of them would be a bit of a stretch.

Also, as far as our weapons pack lacking older weapons, I'm working at it.  :D The next update will have a lot more interwar, WW1 and pre-WW1 (1890-1914) weapons.

The next "era" on my to do list is 1860-1890. It'd have lots of American civil-war and "old west" weapons, and European weapons from, say, the Franco-Prussian War, plus whatever else that's interesting that I can think of.

Medieval and Renaissance weapons are also pretty high up there on my personal priority list. I've made a few, but most of them aren't ready for release yet. And of course the earlier eras would be a lot easier to make things for if we had melee weapons, but I'm waiting for Tynan to make them for the vanilla version before I go there.

(PS: Evul, I'm not at my normal computer right now so I can't add the Atlatl to the mantis, but I'll be making it soon.)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: cap_dikkop on July 18, 2014, 02:21:48 AM
Alright, "I'll get started on it right away" didn't happen. Some unrelated real life stuff got in the way.  :-\


... but it's done now!  :D

Whether or not it'll make it into the next release I have no idea. We're in the middle of balance testing the next version so throwing another weapon in might have adverse effects... and I've already twisted Evul's arm to update it prematurely because I accidentally left out one of my weapons that was supposed to in it. :P

But have no fear, the Walther WA2000 is well on the way. Possibly in the next release, but if not, the one after that.

Well .... Uuumh ..... I did look  ::)

But great, and thank you all who are working on this great mod.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: mrofa on July 18, 2014, 08:30:21 AM
Bog love the boomerang idea so i did try to make a base for it, didnt find any errors, but my codding isnt really good soo, use it with care if you like :)
https://www.sendspace.com/file/b1dg89 (https://www.sendspace.com/file/b1dg89)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 18, 2014, 04:59:18 PM
Bog love the boomerang idea so i did try to make a base for it, didnt find any errors, but my codding isnt really good soo, use it with care if you like :)
https://www.sendspace.com/file/b1dg89 (https://www.sendspace.com/file/b1dg89)
Haha, looks pretty cool. I did a few minor tweaks (changed the texture, lowered the speed down to 30 and increased the warmup time) ... and I think the idea actually has some real promise. I don't have time to work on it any more today, but I might get around to it sometime. :D

The only big complaint I have with it is it's return. When it hits the person who throws it, even though it does 0 damage it draws blood and has a chance to stun, or in the case of raiders using it, can even cause them to flee in terror. It's pretty funny, but not ideal for a "game" quality weapon.

I was thinking maybe there's some way to make it force-miss, but just on the return. There's already some coding in place for frag grenades
Code: [Select]
<forcedMissRadius>1.0</forcedMissRadius>... but I don't know exactly what effect that gives. If it does just make the weapon reliably miss by a square, and we could apply it just to the return shot, that'd possibly be a way for the weapon to be safer to use.

And if it does work, we could even add damage to the return strike sot that it'd have a chance to hit enemies on both parts of it's flight.  8)

Just a thought.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: mrofa on July 18, 2014, 05:44:20 PM
The blood is just a effect i cant take only it, if i take anything, it would be entire hit, so bummereang would just fly back and didnt do anything ( no blood ,no hit animation) just dissapire, eventually i could add a chance like 1 in  5(or some other) or something like that that it will hit and damage the pawn. Its up to you :)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 18, 2014, 11:20:06 PM
Just flying back then disappearing would be fine. It'd be like if the user caught it.

...

If possible I'd also like to be able to make spinning projectiles that don't come back. Then I could make throwing stars, bolas, kpingas, sci-fi guns that shoot saw-blades, etc. It'd be waaaaay cool.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: mrofa on July 19, 2014, 04:56:49 AM
Editing ..
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: mrofa on July 19, 2014, 09:53:22 AM
Ok did a bit more work on it, so it will work with knives and hopfully other stuff :)
Here (https://www.sendspace.com/file/jmengq) is a link to example mod.
You will be able to use new commands in this bullets.

<RotationSpeed>  (set to 0 on default)- rotation speed, this current value is added per tick its in degree but its INT value so you cant use stuff like 1.2, 2.5 only full numbers and i think there are 360 degree.

<ReturnToOwner> true/false (set to false on default) - Well this is the bummerang mode, upon impact it will spawn another projectile  that will fly to pawn that lunched the first projectile.

<ReturnThingdef> thingdef name (off by default) - if this is not set in thingdef with <ReturnToOwner>, bummerang mode will not trigger. This is thingdef of projectile that will be comming back to owner of the first projectile, atm it cant have the same Thingdefname as the one with <ReturnToOwner>.
Still working on it to be able to have it :D

<DmgEffOnImpact> true/false (false by default) - This specify if bullet will do damage or not, if its false it wont read damage defs from xml and will not create effects of being hit, blood and so one.

<ThingDefOnImpact> thingdefname (off by default) - This will create a object on impact.



Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 20, 2014, 02:46:23 PM
Now I'm back! :D

The things that have been worked on sounds cool!
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: ianfkyeah on July 20, 2014, 04:13:05 PM
(http://s27.postimg.org/k4yrjfzj3/energysword.png)

Melee anyone?
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 20, 2014, 04:15:02 PM
PA will not make any Melee until the game support it and the AI will handle a melee weapon. Work arounds is not our thing :) Exempt for our launchers ^^
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: ianfkyeah on July 20, 2014, 05:29:03 PM
Ah I didn't know the game didn't have the capabilities, I thought they just simply hadn't implemented melee weapons (As you can melee attack) I presumed because it wasn't an essential thing. Fair enough, I don't like work arounds either :)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 20, 2014, 06:30:32 PM
Currently the melee weapons that have been made is firearms with 1 range.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Kittysyay on July 22, 2014, 05:10:18 PM
Really great mod you have here. Love it. All the guns are great. I'm not a gun fanatic, but still these guns are great! And you have some of my fave guns. But anyways.

I just came to suggest a gun. You don't have to put it in but it'd make me very very happy.

I'd like to see the C14 Timberwolf put into the mod. It's a Canadian made sniper rifle that packs a huge punch. https://canadianblackriflemag.files.wordpress.com/2011/02/pgw.jpg (https://canadianblackriflemag.files.wordpress.com/2011/02/pgw.jpg) That's what it looks like and it uses the    .338 Lapua Magnum.

Also just like to thank you a billion times for putting the G11 in and the Famas.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 25, 2014, 07:58:13 AM
Glad to hear that you appreciate it! :D

We added the request to our tracker :)

I am currently waiting on a update for the Kit Switcher in order to release :)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Storms2000 on July 27, 2014, 01:24:25 PM
Have you guys attempted at making a flame thrower? I have created my own mod (not public) that was based off project armory and it had a working flame thrower
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 27, 2014, 02:03:49 PM
We have not made any, it was not high on our priority list. :)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 27, 2014, 02:10:13 PM
Bog:
New categories are the following:
AmericanCivilWarWeapon
PrewarWeapon
ProhibitionWeapon
RenaissanceLauncher
Am i correct? :)

and should we rename the PrewarWeapon to VictorianWeapon?
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Somz on July 27, 2014, 03:17:23 PM
Are you planning on a healgun (be it high or low priority)?
Would be awesome to have a few HPs back and to have for example the colonists unable to shoot at enemies "shoot" at friendlies instead.
And what about a cryo weapon?
I love sci-fi stuff. :3
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 27, 2014, 03:42:42 PM
Are you planning on a healgun (be it high or low priority)?
Would be awesome to have a few HPs back and to have for example the colonists unable to shoot at enemies "shoot" at friendlies instead.
And what about a cryo weapon?
I love sci-fi stuff. :3

Cryo weapon are cool ^^
We need someone who is capable of programming bullies in order to do this tho. Same for other kind of funny ammunition.

I have not considered any healing weapons. Cause i don't like the concept but i wont stop anyone form doing it in the team. ^^
They are easy to make tho just set a - on the damage and it heals :P
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 27, 2014, 04:48:16 PM
Bog:
New categories are the following:
AmericanCivilWarWeapon
PrewarWeapon
ProhibitionWeapon
RenaissanceLauncher
Am i correct? :)

and should we rename the PrewarWeapon to VictorianWeapon?

AmericanCivilWarWeapon isn't a good name , but I can't think of anything better yet, so I guess we should leave it as it is for now. I'm thinking this era will cover 1860-1890, so that covers the American Civil War, "Old West", Franco-Prussian War, First Boer War, etc. As I said I don't know what to call it. It's only called "AmericanCivilWar" because I made 2 guns from that war.  :-\

I think Prewar should stay as Prewar for now. I don't think "Victorian" era is appropriate because there's a strong shift of weapon types after 1890, (specifically lots of semi-automatic and automatic weapons start appearing) so I'd like 1890-1913 to be it's own era, separate from the one before it.

Prohibition should be changed to "Interwar". It's the appropriate term for the time period (1919-1938) if we want it to be global.

RenaissanceLauncher should just be Renaissance. The Launcher on the end is there because it's a hand mortar. Like the M203 Grenade Launcher is a "ModernLauncher".

...

Edit: Off the top of my head, maybe we should change "american civil war" to "Middle Victorian" because that name would fit it? I don't know. The Eras are a little clumsy how we have them set up right now. :P

One of the problems is that weapon technology eras don't fit the traditional historic eras. The Victorian age (1837-1901) Saw some major shifts in weapons technology. For example, 1830-1860 was the "Pepperbox" age of weapons, 1860-1890 saw revolvers, lever action weapons and metal cartriges become common, and after 1890 automatic weapons started to appear en mass.

One age in history... but part of 3 ages of firearms. And I'm very hesitant to mix the firearms ages together.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 27, 2014, 05:00:09 PM
As i think i think the Victorian era goes from 1800 to 1910.
But that is also cause i play Victoria 2 Hearts of iron and Europa Universalis :P


Edit due to the edit :P
Ok then I understand better. I'm about to fix the kit Switcher. So we can release this version :)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 27, 2014, 07:55:02 PM
That'll be nice. :)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Somz on July 27, 2014, 09:39:16 PM

Cryo weapon are cool ^^
We need someone who is capable of programming bullies in order to do this tho. Same for other kind of funny ammunition.

I have not considered any healing weapons. Cause i don't like the concept but i wont stop anyone form doing it in the team. ^^
They are easy to make tho just set a - on the damage and it heals :P

Yes but will they auto-target me mighty minions and recuperate them? :3
But seriously, a freakin ' - ' and it'll heal? Why didn't you say it sooner?!
And yeah, some heal could come in handy. In the end, we have exploding boomrats, mechanoids, psychic waves and laser stuff (spiced with a still unbalanced game), who am I to say no to a healthrower? Or healnades?! Though some green-ish / blue-ish effect would be nice but anyway... :)

And yeah, funny ammunition would require a bully but I thought you had one?... ;)
It's a shame, I hope one will join you or make a cryogun on his own. It'd be so cool. Literally. ^^
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 29, 2014, 01:13:41 PM
I am working on a "Auto Updater" :)
More of a check version link. It will tell you if there are any new updates.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 29, 2014, 01:58:44 PM
Got a friend helping me out and this is the result:

(http://dev.evul.nu/rimworld/ProjectArmory/misc/autoupdater110.jpg)

(http://dev.evul.nu/rimworld/ProjectArmory/misc/autoupdater111.jpg)

This little link will be implemented next version and also in the devbuild branch!
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 29, 2014, 02:33:50 PM
Another thing I've been thinking about...

What if we split the Science Fiction guns into 2 "eras"?.

I'm thinking we could bundle all the energy weapons together in one, and bundle all of the "Traditional" or "Mass Driver" weapons together in the other.

That way I could play rimworld with only energy weapons. That'd be pretty cool I think.

Also people who don't like energy weapons in their game could, say, use both modern weapons and futuristic non energy weapons.

Thoughts?
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 29, 2014, 02:35:04 PM
I was thinking move vice.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: StorymasterQ on July 29, 2014, 11:07:15 PM
Cryo weapon are cool ^^

Is that...Is that a pun? o_O
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on July 30, 2014, 01:01:12 AM
Cryo weapon are cool ^^
Is that...Is that a pun? o_O

Or is it a gun that might give you pun? :P
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: StorymasterQ on July 30, 2014, 08:34:44 PM
Cryo weapon are cool ^^
Is that...Is that a pun? o_O

Or is it a gun that might give you pun? :P

Or is it a gun that makes you run while you pun?
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on July 31, 2014, 12:50:45 AM
Cryo weapon are cool ^^
Is that...Is that a pun? o_O

Or is it a gun that might give you pun? :P

Or is it a gun that makes you run while you pun?
It's definitely a gun that makes you run while you pun and drink rum while doing a sum. Isn't that dumb?




PS: It's also a sniper rifle, so don't bother running/punning/rumming/summing/dumbing... you'll only die tired.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on August 01, 2014, 03:11:59 AM
...it will work with knives and hopfully other stuff :)
Alright, well I finally got around to working on them. I've now finished the boomerang and made a bunch of other new weapons with your spin mechanics.  (Boomerang, Razor Wind, Kpinga, Chakram and Bolas)

The Razor Wind is a Sci-Fi weapon that acts like a boomerang but is basically a spinning saw blade.

It's lots of fun. ;D


Thanks again for all the work you put into it for us, I know I really appreciate it. I've taken the liberty to put a "Special Effects By: mrofa" note in the .hml files for all the weapons that use your spin or return mechanics. If you want it removed for whatever reason just say so.


@Evul: I've uploaded the new spinning weapons to our internal devbuild. Just to note: future releases that include them will need the new PA_bullet.dll file in the assemblies folder. 8)

There are also a bunch of other new guns and tribal weapons that don't use the spin mechanics. I didn't give any of the new weapons a "Target Version" on our Mantis because I don't know whether or not you want to put them into the next release, but they are done.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on August 02, 2014, 03:11:31 PM
Give them the current build target and I'll send it to the testers for release testing. :)
That also give us a chance of test out the check version :)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on August 02, 2014, 03:27:12 PM
Okay, I gave them a v2.13 target.

Maybe tell the testers we want lots of feedback especially on the new spinning weapons to make sure they're okay for the next release.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on August 03, 2014, 03:30:44 AM
Sounds neet!

I gonna throw my self at the kit switcher and se if I can upgrade it :)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on August 06, 2014, 06:51:34 AM
A little update!
I have not starting to work on the Switcher but! Fear not I am about to do that to day or to morrow.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Shinzy on August 06, 2014, 06:56:49 AM
Ohh? Kit switcher
is that what I think it is
secondary tab for gear you can switch on the fly like in Diablo 2?
because that.. I.. love? *slightly hopeful and excited*
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on August 06, 2014, 07:06:07 AM
I have a video about it somewhere :P
It's makes it possible for users to deactivate and activate weapons from our category system or one by one. If you don't like medieval weapons in your game you can simply turn them off.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Shinzy on August 06, 2014, 08:55:37 AM
I have a video about it somewhere :P
It's makes it possible for users to deactivate and activate weapons from our category system or one by one. If you don't like medieval weapons in your game you can simply turn them off.

Oh, that's not as fun then ::)
Way more beneficial though for this kind of project
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Evul on August 06, 2014, 08:57:35 AM
Indeed :-P but I am working on attachments and ammo types, damage and severity etc.
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: LuciferNZ on August 14, 2014, 12:03:36 AM
I am super surprised that this mod hasnt been bumped, considering the changes that alpha 6 brings, and the variety that PA can bring to it ;)

Any idea what your plans are Evul?
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on August 14, 2014, 12:36:29 AM
I am super surprised that this mod hasnt been bumped, considering the changes that alpha 6 brings, and the variety that PA can bring to it ;)

Any idea what your plans are Evul?
Well Evul is pretty busy planning for the Swedish General Election that's coming up on Sept. 14. (As a politician and the lead developer to Project Armoury I guess you could say he brings a whole new meaning to "Gun Politics" ;D)

Maybe I could answer your questions/address your concerns/hopelessly confuse you in his place though.

1. Most of the other mods are updating for Alpha 6 because of compatibility problems. So far I haven't run into any with PA so we haven't had to make any hot-fixes. (If you have any bug problems with it please give us a shout though)

2. The combat changes in Alpha 6 all have to do with the health system, weapons haven't been changed. So you're getting all the new depth either way, without us doing extra work, thanks to Tynan's awesomeness.

3. We've been developing PA like crazy recently and have a big update that's basically ready, but still needs Evul to finish updating the weapons kit selector. As said above he's going to be pretty busy for the next month so I have no idea when that's going to happen. :-\

In the mean time I'll throw you a bone to keep you happy: Suggest a gun you'd like to see in Project Armoury and I'll make it. (And it'll probably make the next release unless Evul says otherwise)



PS: When I say big update I'm not exaggerating at all. ;)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: LuciferNZ on August 14, 2014, 12:51:28 AM
Well Evul is pretty busy planning for the Swedish General Election that's coming up on Sept. 14. (As a politician and the lead developer to Project Armoury I guess you could say he brings a whole new meaning to "Gun Politics" ;D)
Fair enough! A lot on his plate it seems ;)

Quote
Maybe I could answer your questions/address your concerns/hopelessly confuse you in his place though.

1. Most of the other mods are updating for Alpha 6 because of compatibility problems. So far I haven't run into any with PA so we haven't had to make any hot-fixes. (If you have any bug problems with it please give us a shout though)
Im guessing with Alpha 6 (532 build) - If so, Ill install now and help with bug-hunting (Figuratively, and literally hehe).

Quote
2. The combat changes in Alpha 6 all have to do with the health system, weapons haven't been changed. So you're getting all the new depth either way, without us doing extra work, thanks to Tynan's awesomeness.
Being unfamiliar with the old formatting for weapons, I assume that projectiles were assigned a type (Like piercing etc?) or were all considered piercing?
This is the part I was wondering about, adding small tweaks to weapons in this way.

Quote
3. We've been developing PA like crazy recently and have a big update ready, but are waiting for Evul to update the weapons kit selector. As said above he's going to be pretty busy for the next month so I have no idea when that's going to happen. :-\

In the mean time I'll throw you a bone to keep you happy: Suggest a gun you'd like to see in Project Armoury and I'll make it. (And it'll probably make the next release unless Evul says otherwise)

PS: When I say big update I'm not exaggerating at all. ;)
Thank you for the offer - I find the selection quite good, but if you *were* to do such a thing, Id love a weapon from my home country (New Zealand)
The Steyr AUG - http://en.wikipedia.org/wiki/Steyr_AUG
A multi-role assault rifle ;)

Im also a software designer, so if you guys need some coder help - I can extend the hand right back at ya ;)
Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: LuciferNZ on August 14, 2014, 12:53:25 AM
And I derped.

Its already added ;P

I have never had one drop! *cry*
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Evul on August 14, 2014, 01:36:34 AM
Quick update from me:
My server and my computer just went down. It have a running time of 20min before it gets overheated. Meaning that I can't work that. Much on the mod and it also effect our buggtracker with suck allot of "stuff".
I will try to find some temporary solution for the cooling for the processor. Until I get a new computer in 1-2 months.

On a nother note the gun code is u altered in this version of the game. Meaning that the current version do work for alpha 6. I will try to upload the latest version if some one (Bog :P)  can take a look at everything so no errors accrue. :)

Then we add our huge pack :P



Title: Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
Post by: Bog on August 14, 2014, 02:13:27 AM
Being unfamiliar with the old formatting for weapons, I assume that projectiles were assigned a type (Like piercing etc?) or were all considered piercing?
This is the part I was wondering about, adding small tweaks to weapons in this way.
You know, I didn't think of that. I haven't seen a way to change weapon's damage types yet, I assumed that they're all piercing by default, but it seems to me that thrown rocks shouldn't be.  I'll look into it. But not now (I need to go to bed) and I don't know if I'll have a lot of time in the next few days because I have visiting relatives.
Thank you for the offer - I find the selection quite good, but if you *were* to do such a thing, Id love a weapon from my home country (New Zealand)
The Steyr AUG - http://en.wikipedia.org/wiki/Steyr_AUG
A multi-role assault rifle ;)
And I derped.

Its already added ;P

I have never had one drop! *cry*
Well you can always suggest another gun. I believe in fulfilling the thought behind the promise, not the specific legalistic wording.

And by the way, while NZ uses the AUG it's made by Steyr, an Austrian company. I've had my eye on the Charlton Automatic Rifle for quite a while though, (Both the original kiwi and later aussie versions) so you might see some sweet-as kiwi ingenuity on the battlefield soon enough. ;D (I wouldn't count that as your "suggestion" since it was already on my to-do list)

Im also a software designer, so if you guys need some coder help - I can extend the hand right back at ya ;)

I'll keep that in mind. ;)

Quick update from me:
My server and my computer just went down. It have a running time of 20min before it gets overheated. Meaning that I can't work that. Much on the mod and it also effect our buggtracker with suck allot of "stuff".
I will try to find some temporary solution for the cooling for the processor. Until I get a new computer in 1-2 months.
That explains why I can't update our mantis. When it's back I'll be adding the M-81 Pulse Rifle from Outwars, if anybody remembers that game.

On a nother note the gun code is u altered in this version of the game. Meaning that the current version do work for alpha 6. I will try to upload the latest version if some one (Bog :P)  can take a look at everything so no errors accrue. :)
Yeah, I'll probably be able to test out all the guns to make sure they're firing without errors. As I said earlier I'll be busy for the next few days but might find some time here or there. It's an easy enough task which should go really quick. I imagine I'll be able to do it in under an hour.

PS: I've released the Rimworld Weapons Balancer (http://ludeon.com/forums/index.php?topic=5364.msg51333#new), so after the next release I'll make a list of our all guns and how strong they are when compared to each other and we can do an in-depth balance update on them. Then our mod will not only be huge, but elegant too. 8)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Evul on August 14, 2014, 02:46:16 AM
Awesome!
Also check your pm :P

I need to fix some coolinggue (whatever it's called) to smack on the processor to get longer running time. Easy fix xD but I'll be on my phone so I can still awnser pms and threads.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Dr. Z on August 14, 2014, 09:10:10 AM
Just wanted to say that the RPD is the best weapon with its range and the 16 or what slave it's just perfect against siegers. But it's a pain if the enemy has it^^
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: BetaSpectre on August 14, 2014, 03:01:07 PM
I only equip my guys with RPD or Pulse Rifles. -maybe snipers
The other guns either took too long to fire or had bad range.

With the update I'll be looking more for Range than fire power now.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Bog on August 14, 2014, 03:44:53 PM
Just wanted to say that the RPD is the best weapon with its range and the 16 or what slave it's just perfect against siegers. But it's a pain if the enemy has it^^
I only equip my guys with RPD or Pulse Rifles. -maybe snipers
The other guns either took too long to fire or had bad range.

With the update I'll be looking more for Range than fire power now.
I think we're hoping to do a balance patch after the next release. Then it'll probably be a little more interesting to play with because the guns will be more in line with each other in usefulness. (rather than always using the same gun because it's simply the best)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Evul on August 15, 2014, 10:52:01 AM
Just wanted to say that the RPD is the best weapon with its range and the 16 or what slave it's just perfect against siegers. But it's a pain if the enemy has it^^
I only equip my guys with RPD or Pulse Rifles. -maybe snipers
The other guns either took too long to fire or had bad range.

With the update I'll be looking more for Range than fire power now.
I think we're hoping to do a balance patch after the next release. Then it'll probably be a little more interesting to play with because the guns will be more in line with each other in usefulness. (rather than always using the same gun because it's simply the best)

LIKE ^^
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Iwillbenicetou on August 15, 2014, 06:53:42 PM
How do you get to the mods folder? I have browsed around, click on the button that says "open Mods Folder" several times and it does nothing. What do I do? I have a macbook, so if you can help what should I do?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Dr. Z on August 15, 2014, 06:56:04 PM
Although I have a PC, afaik it should be inside your RimWorld istallation folder.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Iwillbenicetou on August 15, 2014, 07:08:18 PM
It wasn't in there when I checked. What type did you download?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Dr. Z on August 15, 2014, 07:15:22 PM
What do you mean by type? I got the Alpha 6 for windows, as I said, but I thought it's the same on a Mac. Also, it would have been better to ask this in the support section, just an advise for the future ;).
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Iwillbenicetou on August 15, 2014, 07:20:37 PM
Isn't there a prototype thing... I'll go into the support...
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Iwillbenicetou on August 16, 2014, 10:48:02 AM
Is the download for alpha 6 even though on the website it says alpha 5?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Bog on August 16, 2014, 01:46:53 PM
Is the download for alpha 6 even though on the website it says alpha 5?
I'm pretty sure that the guns in version 2.11 all worked in Alpha 6 without being updated, so it should work just fine.

...but you might want to wait a day or two first before downloading it. So far as I know our Weapons Kit Selector has been updated and is better than ever, so our next update (really big) is basically ready to go, so should be released very soon.

It's up to you of course. ;D
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Evul on August 16, 2014, 04:09:35 PM
I got my computer to run sloooow so I can start gathering all the stuff for the release now. Mantis will be upp and running also. In a minute.

EDIT: Or hours.

EDIT 2: Days...
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Evul on August 16, 2014, 04:45:11 PM
Now it works! Again!
I think the system will run now. Cause i added new thermal grease to the processor.

So now Quick fix the stuff you should do on the mantis so i can get a proper change log out with the release. :)

(ALSO this is my 999th post :P)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.11)
Post by: Dr. Z on August 16, 2014, 05:00:00 PM
(ALSO this is my 999th post :P)

DAMN you are so cool, I want to be as cool as Evul when I'm old  ;)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 17, 2014, 01:49:02 PM
(http://dev.coldevil.com/rimworld/ProjectArmory/Preview2.png)
Version 2.13 is here!

(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

Version 2.13 is now available for download. This version adds humongous amount of new weapons. (Full list in the change log below.) We hope you like this update and let us know if you find any issues or balancing problems. Enjoy!

Download:
(http://button.moddb.com/download/medium/73530.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-213)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?)

Change log:
Code: [Select]
===========================================
Project Armory - 2.13 (Released 2014-08-17)
===========================================

- [ADDED] New Weapon: [Project Armoury Exclusive] Plasma Venter
- [ADDED] New Weapon: [Star Wars] Thermal Detonators
- [ADDED] New Weapon: Kentucky Long Rifle
- [ADDED] New Weapon: Sjögren Shotgun
- [ADDED] New Weapon: Sjögren Rifle
- [ADDED] New Weapon: Flintlock Fowler Shot
- [ADDED] New Weapon: Flintlock Fowler Ball
- [ADDED] New Weapon: [Project Armoury Exclusive] Plasma Pulse Venter
- [ADDED] New Weapon: Boys Anti-Tank Rifle
- [ADDED] New Weapon: M25
- [ADDED] New Weapon: M-14 EBR
- [ADDED] New Weapon: Hand Mortar
- [ADDED] New Weapon: [Turok 2] Razor Wind
- [ADDED] New Weapon: Boomerang
- [ADDED] New Weapon: Chakram
- [ADDED] New Weapon: Bolas
- [ADDED] New Weapon: Kpinga
- [ADDED] New Weapon: Atlatl
- [ADDED] New Weapon: Falarica
- [ADDED] New Weapon: Woomera
- [ADDED] New Weapon: Longbow
- [ADDED] New Weapon: WA2000
- [ADDED] New Weapon: Madsen-Ramussen M1896
- [ADDED] New Weapon: Walther PPK (supressed)
- [FIXED] Fix spinning and returning weapons for Alpha 6

===========================================
Project Armory - 2.12 Dev (Released 2014-07-15)
===========================================

- [ADDED] New Weapon: [DOOM 3] Plasma gun
- [ADDED] New Weapon: [007] Moonraker Pistol
- [ADDED] New Weapon: [007] Goldeneye Moonraker Laser
- [ADDED] New Weapon: Mateba Autorevolver
- [ADDED] New Weapon: Mateba Grifone
- [ADDED] New Weapon: Roth-Steyr M1907
- [ADDED] New Weapon: Star M1914
- [ADDED] New Weapon: Steyr M1912
- [ADDED] New Weapon: Steyr M1912 MP
- [ADDED] New Weapon: Steyr-Mannlicher M1901
- [ADDED] New Weapon: Webley Revolver
- [ADDED] New Weapon: Winchester M1907
- [ADDED] New Weapon: British Apache
- [ADDED] New Weapon: Thompson M1928A1
- [ADDED] New Weapon: Huot Automatic Rifle
- [ADDED] New Weapon: [Turok 2] Plasma Rifle
- [ADDED] New Weapon: [Turok: Rage Wars] Plasma Rifle
- [ADDED] New Weapon: [007] Moonraker Laser
- [ADDED] New Weapon: Gabbett-Fairfax Mars
- [ADDED] New Weapon: Walther PPK
- [ADDED] New Weapon: USAS-12
- [ADDED] New Weapon: Smith & Wesson Model 29
- [ADDED] New Weapon: Saiga-12
- [ADDED] New Weapon: AA-12
- [ADDED] New Weapon: LeMat Carbine
- [ADDED] New Weapon: LeMat Revolver
- [ADDED] New Weapon: Pancor Jackhammer
- [ADDED] New Weapon: Apache
- [ADDED] New Weapon: British Bulldog
- [ADDED] New Weapon: Lebman M1911
- [ADDED] New Weapon: Browning Auto-5
- [ADDED] New Weapon: Colt Monitor
- [ADDED] New Weapon: Lebman M1907
- [ADDED] New Weapon: Sawn-off Browning Auto-5
- [ADDED] New Weapon: Carcano M91
- [ADDED] New Weapon: Chauchat
- [ADDED] New Weapon: M1918 BAR
- [ADDED] New Weapon: MP-18
- [ADDED] New Weapon: Ross Rifle
- [ADDED] New Weapon: Steyr-Mannlicher M1894
- [ADDED] New Weapon: Steyr-Mannlicher M1895
- [ADDED] New Weapon: Dragon
- [ADDED] New Weapon: Webley-Fosbery Automatic Revolver
- [ADDED] New Weapon: McMillan Tac-50
- [ADDED] New Weapon: KRISS Vector
- [ADDED] New weapon: [Mass Effect] M-8 Avenger
- [CHANGED] Glock 17 and 18 texture replaced.
- [CHANGED] Damage on the for FN P90 to low.
- [CHANGED] Lower the warmup tick value for support weapons. (M60 machine gun, M2 Browning and Bren)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Iwillbenicetou on August 17, 2014, 03:38:44 PM
Yay! Update!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Quasarrgames on August 17, 2014, 04:56:00 PM
I must say i'm quite surprised. No James bond style golden gun?

GREAT mod, BTW. :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Bog on August 17, 2014, 05:14:37 PM
I must say i'm quite surprised. No James bond style golden gun?
I thought of adding it a few times, but honestly there was no way to balance it well in the previous health system. It'd be a little more easy to balance in the current health system (where guns effectively have an upper limit to useful damage), but I still don't think it's totally appropriate.

On that note, there's about 10 other weapons that I've made that haven't made it into Project Armoury because I didn't feel they fit the game style or could be made well balanced or "fun". Someday I might release a "Project Armoury+" mod as an add-on to the regular Project Armoury that includes more outlandish weapons I've made that we wouldn't want in the regular mod.

GREAT mod, BTW. :)
Thanks. ;D

PS: Our weapon stat wallpaper on the front page is now very outdated. The mod now has about twice as many guns, so everybody should imagine it being a lot bigger. ;D
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 17, 2014, 05:37:55 PM
You know it is possible to add stuff that is preset deactivated :P aka if you whant overpowers stuff you need to activate it first :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Bog on August 17, 2014, 05:46:59 PM
You know it is possible to add stuff that is preset deactivated :P aka if you whant overpowers stuff you need to activate it first :)
That's interesting.

Would you be okay with the mod having stuff like the Golden Gun (http://goldeneye.wikia.com/wiki/Golden_Gun), wizard staffs, improvised nail guns, the Gristle Gun (https://www.youtube.com/watch?v=eQKkCMDaN54), Earth Worm Jim's Plasma Blaster, etc?

We could put them all into a "ridiculous weapons" era or something. ::)

(The gristle gun, Jim's plasma blaster and three improvised nail guns are already done, by the way ;))
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 17, 2014, 05:50:00 PM
Put them in the right category. So a starship trooper nuke launcher under starship troopers and a moded thermal detonator in starwars. Etc. When you added them go in the kit switcher and deactivate them. So they are released in the future as deactivated. Due to overpowerness :P
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Bog on August 17, 2014, 05:53:49 PM
Put them in the right category. So a starship trooper nuke launcher under starship troopers and a moded thermal detonator in starwars. Etc. When you added them go in the kit switcher and deactivate them. So they are released in the future as deactivated. Due to overpowerness :P
Okay, I'll keep that in mind. Sounds fun. ;D

We should then probably also make a readme file that tells people which weapons are disabled by default in case they forget.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 17, 2014, 05:58:48 PM
New Weapon: [Starship Trooper] Tactical Oxygen Nuke (Deactivated Weapon)

Something like that :P

I can also add this:
Note some weapons are set to deactivated as default by the Project Armory Development Team. This because the weapon are to unbalanced or not fitting the mod completely. They can simply be activated by using the Kit Switcher.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Quasarrgames on August 17, 2014, 09:39:02 PM
I must say i'm quite surprised. No James bond style golden gun?
I thought of adding it a few times, but honestly there was no way to balance it well in the previous health system. It'd be a little more easy to balance in the current health system (where guns effectively have an upper limit to useful damage), but I still don't think it's totally appropriate.

On that note, there's about 10 other weapons that I've made that haven't made it into Project Armoury because I didn't feel they fit the game style or could be made well balanced or "fun". Someday I might release a "Project Armoury+" mod as an add-on to the regular Project Armoury that includes more outlandish weapons I've made that we wouldn't want in the regular mod.

GREAT mod, BTW. :)
Thanks. ;D

PS: Our weapon stat wallpaper on the front page is now very outdated. The mod now has about twice as many guns, so everybody should imagine it being a lot bigger. ;D

Forgive me, but I don't understand.

You say that you can't balance a gun like that? Than why not have it unbalanced, and just occur very late-game? My Quasarr Epic Weapons mod is almost entirely overpowered weapons that occur very late-game, and I find it very fun to play with (not sure about anyone else though).

(Please forgive me for asking)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Bog on August 17, 2014, 11:10:59 PM
Forgive me, but I don't understand.

You say that you can't balance a gun like that? Than why not have it unbalanced, and just occur very late-game? My Quasarr Epic Weapons mod is almost entirely overpowered weapons that occur very late-game, and I find it very fun to play with (not sure about anyone else though).

(Please forgive me for asking)
Well this will very quickly become a discussion about gaming philosophy.

In all honesty, it all boils down to opinions. I have a friend who won't play any game unless everything in it is basically perfectly balanced. He takes gaming very seriously in a competitive way, and when a game lets the "lesser player" win sometimes out of dumb luck he doesn't like it, even when he's the "lesser player". He wants the best player to win every time, and that requires very little of the game to be based on how good an item is, instead it needs to be focused more on how someone uses the item.

I know another guy who doesn't care at all about game balance and just wants them to be "fun". If a gun is obviously over-powered he doesn't care, so long as it makes big pretty explosions a lot and he occasionally gets a chance to be the one blowing everybody else up.


In my opinion, when making this mod one of the things we want to do is make it so there's lots of ways to play it. You should be able to only use shotguns, but be just as effective as the guy who chooses only to use sniper rifles if you both carefully pick your tactics right. You should also run into situations situations where you have a battle where you've picked the "wrong" gun for the job and suddenly have to make do with something that's below par.

I think we also want Project Armoury to be like an unofficial expansion pack. We want it to play just like the vanilla version, only with a lot more weapons selection to make things a lot more interesting so people who like it can play every match with it and feel that it's only adding to the game not taking anything away from it inadvertently.

TL;DR: Basically, in my opinion a standard Rimworld match the weapons should all be "side-grades" not "upgrades". We want PA to play a lot like vanilla Rimworld.

Putting a gun in the game that's literally better than all the other guns can destroy all of that. We actually have it happening right now in Project Armoury. The top three most powerful guns currently are each about half again better than the fourth most powerful gun. That means that if you can be choosy, you'll only ever use 3 of the ~150 we have in the mod, and those other ~147 guns may as well not exist. (which sort of removes the reason for making all of them, and PA's reason for existing is to get as many weapons as possible into the game)

Even carefully making all the "powerful weapons" as late-game weapons can throw all that out the window. Eventually following that logic every match will end with the player only ever using weapons that basically insta-kill whatever they shoot at. (maybe that's really, really late game ;))


In the end, making a mod like the "Quasarr Epic Weapons Pack" or "Cannon's and Turrets" still has it's place. I occasionally want to play a match where game balance is thrown out the window in exchange for pure unadulterated "FUN". ;D That's what oldschool gametypes like "the man with the golden gun" (007 64), "oddball" (halo), and "Jedi Master" (JK2 and 3) were all about. But that fun in exchange for balance isn't something that I want to play with every match, and I'd like Project Armoury to be something that can continue to be played by people every match without interfering much with how the game would be played without any mods loaded.

Evul and the rest of the mod team might have a different opinion about this though, we haven't really talked about it to be honest. I think we mostly make things up as we go along. ;)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: JonoRig on August 18, 2014, 12:03:50 AM
Hey; I don't know about anyone else, but I'm not really a fan of the grenades, Molotov's (vanillas) RPG and grenade launcher; I don't suppose there's a way you could add explosives or something to the kit switcher, whilst keeping mortars in?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 18, 2014, 02:23:53 AM
BOG:
That is exactly how the mod (in my head) should work :)

Hey; I don't know about anyone else, but I'm not really a fan of the grenades, Molotov's (vanillas) RPG and grenade launcher; I don't suppose there's a way you could add explosives or something to the kit switcher, whilst keeping mortars in?

I'm afraid that project armory can't effect vanilla weapons. The vanilla weapons we have only change the name of bullet and weapon. If you whant to remove grenade type weapons you'll need to edit the weapon XML. I can remove them for you if you whant.
The project armory launchers and grenade can easily be deactivated by using the Kit switcher. :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Bog on August 18, 2014, 02:57:15 AM
Hey; I don't know about anyone else, but I'm not really a fan of the grenades, Molotov's (vanillas) RPG and grenade launcher; I don't suppose there's a way you could add explosives or something to the kit switcher, whilst keeping mortars in?
I think might be able to do that fairly easily with a work around. I might throw something together for you tomorrow,  if I have time. We'll see.

Edit: I've actually thought of a way to do it without a workaround,  I'll just make new faction and pawntype .hml files that don't spawn pawns armed with grenade weapons. That should be really easy and work seamlessly.

But not now, I have to go to bed.
Title: Project Armory on top 100 on ModDB
Post by: Evul on August 18, 2014, 06:57:14 AM
Holy marry! Project Armory are now on top 100 on ModDBs list!
Many new players for rimworld will probably be expected for that :P
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: JonoRig on August 18, 2014, 07:09:20 AM
Edit: I've actually thought of a way to do it without a workaround,  I'll just make new faction and pawntype .hml files that don't spawn pawns armed with grenade weapons. That should be really easy and work seamlessly.

But not now, I have to go to bed.

Thanks! Take your time, I shouldn't be playing as it's so close to thesis hand in :( .... Well maybe just "5 minutes" when you release that patch  ::)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Bog on August 18, 2014, 03:29:39 PM
Edit: I've actually thought of a way to do it without a workaround,  I'll just make new faction and pawntype .hml files that don't spawn pawns armed with grenade weapons. That should be really easy and work seamlessly.

But not now, I have to go to bed.

Thanks! Take your time, I shouldn't be playing as it's so close to thesis hand in :( .... Well maybe just "5 minutes" when you release that patch  ::)
Well when you finish your work the new Grenade Disabler mod can be found here. (http://ludeon.com/forums/index.php?topic=5582.msg53192#msg53192)

Hope you like it. :D
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 18, 2014, 04:57:04 PM
Bog: you did some weapon testing any weapon that is over powered? :) I remember you were talking about it earlier ^^
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Bog on August 18, 2014, 05:20:01 PM
Bog: you did some weapon testing any weapon that is over powered? :) I remember you were talking about it earlier ^^
Yup. I posted a list of all the weapons with their "Power Ratings" on the PA Testboard (http://ludeon.com/forums/index.php?topic=2908.60)

Here's the important stuff:

List without eras in order of power rating:
Code: [Select]
Thrown Stones: 25 (Vanilla Weapon)
Flintlock Folwer Shot: 51.31
Dragon: 52.89
M1911: 54.30
LeMat Revolver: 57.07
British Bulldog: 61.14
Apache: 65.84
Laspistol: 69.65
Pila: 74 (Vanilla Weapon) (Weakest weapon avalible to the player in the vanilla version)
Kentucky Long Rifle: 74.35
Lupara: 75.09
Flintlock Fowler Ball: 75.40
Short Bow: 78 (Vanilla Weapon)
Walther PPK (S): 78.85
LeMat Carbine: 79.91
Woomera: 80.08
British Apache: 82.01
Franchi SPAS-12: 84.02
Steyr-Mannlicher M1894: 86.45
Walther PPK: 86.74
I. Pulase Ventor: 88.45
Webley-Fosbery: 90.79
Webley Revolver: 93.42
Atlatl: 95.00
Colt Police Positive: 95.90
Nambu: 96.05
Steyr-Mannlicher M1901: 96.06
Roth-Steyr M1907: 96.06
Star M1914: 96.06
Lebel M1888: 96.84
Moonraker Pistol: 98.74
Sawed-off Browning A5: 102.24
Lasgun: 106.67
Great Bow: 109 (Vanilla Weapon)
Steyr M1912: 109.77
Luger P08: 109.78
Mossberg 500: 110.98
Browning Auto 5: 120.65
Mauser C96: 120.9
Crossbow: 123.11
Pistol: 124 (Vanilla Weapon)
Shotgun: 124 (Vanilla Weapon)
Yew Longbow: 125.07
I. Ventor: 126.35
S&W Model 29: 130.33
Sj�gren Shotgun: 130.8
Mateba Autorevolver: 132.20
Lebman M1911: 135.38
USAS-12: 138.58
Sj�gren Rifle: 139.65
Sarcos K-11: 140.14
Uzi: 145 (Vanilla Weapon)
E-11 Blaster Rifle: 147.84
N64 Moonraker Laser: 148.11
Pancor Jackhammer: 148.8
AA-12: 150.26
Saiga-12 152.30
Moonraker Laser: 155.52
Desert Eagle Mk.1: 157.73
Winchester M1907: 160.94
Mateba Grifone: 170.84
Lee-Enfield: 172 (Vanilla Weapon)
SCAR-L Mk.16 Standard: 177.14
vz58P: 178.43
vz58V: 178.43
Charge Lance: 190 (Vanilla Weapon)
FN P90: 190.08
CS19: 193.53
Steyr M1912 MP: 197.17
Bolt Pistol: 199.38
BRX-A1: 200
BRX-A2: 200
Steyr AUGA1 204.58
SA58 Tactical 206.37
M4A1: 206.67
H&K G11: 210.16
M30 Luftwaffe Drilling: 210.96
SG552Commando: 212.21
Mac 10: 213.6
L58A1: 216.63
Vera: 218.4
Carcano M91: 218.88
H&K UMP.45: 219.37
MP-18: 219.70
ASval: 220.13
Lebman M1907: 220.60
Ross Rifle: 221.42
Steyr-Mannlicher M1895: 221.76
MP-40: 224.26
M-16: 229 (Vanilla Weapon)
Morita Mk.1 Carbine: 232.99
Glock 18: 236.60
T2 Plasma Rifle: 238.53
M24: 240 (Vanilla Weapon)
CM901: 245.18
H&K G36C: 247.65
Colt Monitor: 248.05
FN FAL: 248.92
M-14 EBR: 250.68
AK-47: 251.58
AKs-74U: 251.58
M8 Avenger: 252.0
D3 Plasma Gun: 255.07
FAMAS G2: 261.93
LMG-15: 264 (Vanilla Weapon)
Madsen-Rasmussen M1896: 266.8
BAR M1918: 268.8
TRW Plasma Sniper: 282.06
Chauchat: 284.40
MP5A2: 286.94
Huot: 298.93
R4: 312 (Vanilla Weapon)
M-14: 324.27
KRISS Vector: 326.7
Winchester Model 70: 334.12
MA5DICWS: 350.15
Morita Mk.1 AR: 350.3
M2 Browning (again): 355.22
Minigun: 369 (Vanilla Weapon) (Strongest weapon avalible to the play in the vanilla version)
M-81 Pulse Rifle: 379.82
Heavy Charge Blaster: 380 (Vanilla Weapon)
M60: 381.93
Thompson M1928A1: 390.23
M249: 393.47
M25: 412.29
Boys AT Rifle: 413.95
VSS Vintorez: 427.76
Walther WA2000: 451.44
Thompson M1920: 452.31
McMillan_Tac-50: 483.84
BarrettM82: 495.38
BarrettM107: 508.42
DragunovSVD: 512
Bren: 515.58
Bolter: 536.28
Accuracy Int. AWM: 553.41
M2 Browning: (Again) 598.66
M2 Browning: (Again) 598.66
PK: 718.48
RPD: 718.48
M4A1 Pulse Rifle: 758.71

That's using version 1 of the Rimworld Weapons Balancer. (http://ludeon.com/forums/index.php?topic=5364.0) It works very well for Alpha 5's health system but it's a little outdated for Alpha 6. (I'm working on getting the Rimworld Weapons Balancer updated for the new health system)

So the power ratings are a little outdated, but they still show a "basic" overview of how powerful weapons are.

The worst ones are the PK, RPD and the M4A1 pulse rifle. Those ones are really overpowered.

Everything that's more powerful than the Heavy Charge Blaster (most powerful vanilla gun) are quite overpowered though, I think.


I think in the end, we need to figure out what power ratings the different eras should have.

For example we could do something like this: (I just threw these numbers together right now, I haven't thought them through)

Tribal: 25-75
Medieval 60-110
Industrial: 70-130
Prewar: 80-170
WW1: 90-180
Inetwar: 100-190
WW2: 110-200
Modern: 125-260
Sci-Fi: 250-380

Then we can make sure that all the guns are within their own era's power-ratings. :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 19, 2014, 04:24:44 PM
I don't think power rating can be measured by setting them in an era. Sci-Fi weapons can be more medieval time weapons as well as a modern type of weapon.
Same goes for pretty much every weapon. I think the weapons damage more should be based on the type of ammunition if the weapon is accurate etc then classify them in an era. Cause there are good World War 1 weapons that is still in use. Same goes for WW2 weapons.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evelyn on August 19, 2014, 05:16:48 PM
Yeah, but the fact of the matter is that a Lee-Enfield should not be superior to a lasgun.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Viperlol on August 19, 2014, 05:19:13 PM
Yeah, but the fact of the matter is that a Lee-Enfield should not be superior to a lasgun.
Well the las gun is just an over sized flash light, don't expect it to do much  ;).
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: groznij on August 19, 2014, 05:20:14 PM
Here's the important stuff:

List without eras in order of power rating:[snip]

So the power ratings are a little outdated, but they still show a "basic" overview of how powerful weapons are.

The worst ones are the PK, RPD and the M4A1 pulse rifle. Those ones are really overpowered.

Everything that's more powerful than the Heavy Charge Blaster (most powerful vanilla gun) are quite overpowered though, I think.


I think in the end, we need to figure out what power ratings the different eras should have.

For example we could do something like this: (I just threw these numbers together right now, I haven't thought them through)

Tribal: 25-75
Medieval 60-110
Industrial: 70-130
Prewar: 80-170
WW1: 90-180
Inetwar: 100-190
WW2: 110-200
Modern: 125-260
Sci-Fi: 250-380

Then we can make sure that all the guns are within their own era's power-ratings. :)

I played the same colony for, I think, 20+ hours. The attacks were utterly insane. The only one survivable was the siege, because I could overwhelm them with my own mortars. Anyway, what I am saying is, the game gets harder and harder and the only way to keep ahead of the curve (or try to) is to get "overpowered" weapons through smart choices. Either way, as long as they are rare, it is just fun, I think. A couple of RPK's will not have a substantial impact on your colony. At least not the way I play. On the other hand, when you get a 50+ pirate attack and 10+ of them have RPK's (or similar), you are pretty boned. If the power rating of the wielded guns influenced the number of pirates attacking, it would be better. Thanks for the mod!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evelyn on August 19, 2014, 10:44:12 PM
Yeah, but the fact of the matter is that a Lee-Enfield should not be superior to a lasgun.
Well the las gun is just an over sized flash light, don't expect it to do much  ;).

No, not at all.

Quote from: The Warhammer Wiki
The Lasgun uses a small portable capacitor power pack to produce a focused pinpoint laser beam which is strong enough to take an ordinary human arm off with one shot but is not as effective against the more durable alien bodies and stronger types of personal armour.

The reason it's portrayed as so "weak" in popular Warhammer culture is because a large amount of the enemies that soldiers using such a weapon encounter tend to be armored. In Rimworld, where pre-Alpha 6 the most people had to protect themselves was a cloth shirt, it would be extremely effective. Definitely more effective than a rifle made in World War 1 that uses a conventional cartridge. Additionally, even with the addition of armor in Alpha 6, it [the lasgun] would still be much more effective than as is currently portrayed ingame.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 20, 2014, 01:12:14 AM
Yeah, but the fact of the matter is that a Lee-Enfield should not be superior to a lasgun.
Well the las gun is just an over sized flash light, don't expect it to do much  ;).

No, not at all.

Quote from: The Warhammer Wiki
The Lasgun uses a small portable capacitor power pack to produce a focused pinpoint laser beam which is strong enough to take an ordinary human arm off with one shot but is not as effective against the more durable alien bodies and stronger types of personal armour.

The reason it's portrayed as so "weak" in popular Warhammer culture is because a large amount of the enemies that soldiers using such a weapon encounter tend to be armored. In Rimworld, where pre-Alpha 6 the most people had to protect themselves was a cloth shirt, it would be extremely effective. Definitely more effective than a rifle made in World War 1 that uses a conventional cartridge. Additionally, even with the addition of armor in Alpha 6, it [the lasgun] would still be much more effective than as is currently portrayed ingame.

Yeah that is true but to put it in prospective, for reason not to totally braking the game, the LAS it self is cheap and fairly easy to make. Well i can agree we could add 1 point to the damage of the weapon but for balancing reason not make it overpowered. Cause then you'll only use that and no other weapon.

There are also allot more weapons that need to be balanced in damage, range, warmup and bullet speed.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Viceroy on August 20, 2014, 12:27:40 PM
Buzz axe from Borderlands, maybe a throwing version and a 1 square 'melee' version. My psychos... I mean... I... The other psychos need them. Yes that is what I meant. The other psychos, I mean the psychos not at all my own... No psychos here. MEAT BICYCLE!!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evelyn on August 20, 2014, 02:03:02 PM
Yeah that is true but to put it in prospective, for reason not to totally braking the game, the LAS it self is cheap and fairly easy to make. Well i can agree we could add 1 point to the damage of the weapon but for balancing reason not make it overpowered. Cause then you'll only use that and no other weapon.

There are also allot more weapons that need to be balanced in damage, range, warmup and bullet speed.

A buff to it is seriously needed, in my opinion. And weapons in this mod need some serious rebalancing in general. I mean, even the vanilla pistol is better than the Lasgun as that list Bog made currently shows.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 21, 2014, 01:50:27 AM
We will Take a look again on the ballance :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Clayton on August 21, 2014, 01:56:41 AM
Awesome mod! I've not ran into any pressing balance issues, myself.

This being an 'armory' mod, maybe you guys should look into releasing some armor/defensive apparel with it? Just an idea.

Also, any plans for melee weapons if they ever get implemented into the base game?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 21, 2014, 02:00:37 AM
Thx! :)
We will make armor eventually. When some one of the dev team whant to make some armor :)

Melee Weapons will be made when the vanilla game have them. :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: LORDPrometheus on August 22, 2014, 10:37:28 AM
If I were to create some armor sprites for this mod would you implement them? I can do modeling and texturing but my programing skills are limited
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on August 22, 2014, 10:58:41 AM
If I were to create some armor sprites for this mod would you implement them? I can do modeling and texturing but my programing skills are limited


 Hi. I creating some stuff like this .. we planing uniforms , armor, vest, tactical equipment and more stuiff.. write to evul and we could maybe cooperate :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on August 22, 2014, 11:02:13 AM
Hi all fans of PA  :P  Here is some pre alpha v.01 of some stuff we are planing in future ( uniforms, tactical equipment ect ... planing many stuff in many camo variations :) what you say ?  :o

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Clayton on August 22, 2014, 11:12:12 AM
Looks awesome! I'd like to go ahead and put my vote in for matte black stuff, as well.

I'd love to get that private military contractor feel with the matte black kevlar vest over a white shirt, with a matte black helmet to match ;D
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on August 22, 2014, 11:54:28 AM
Looks awesome! I'd like to go ahead and put my vote in for matte black stuff, as well.

I'd love to get that private military contractor feel with the matte black kevlar vest over a white shirt, with a matte black helmet to match ;D

i want to create complete extreme colection of armor vests hats helmets .. masks .. ect ect .. with many color camo also black olive .. and ect .. because i like and love combinate them .. everyone like other combination..
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 22, 2014, 01:24:34 PM
Don't forget about Night Visions :D

(http://www.aditienterprises.com/full-images/night-vision-goggles-809679.jpg)
(http://www.infraredbinocularsreport.com/wp-content/themes/productreview/images/atn-high-performance-night-vision-goggle-pvs7-3a-31.jpg)

And this (http://img2.wikia.nocookie.net/__cb20120220202542/deadliestfiction/images/b/b3/501st_Stormtrooper_Costume_by_obihahn.jpg)!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on August 22, 2014, 01:33:07 PM
Yo ..  ;D  also gas mask and more stuff .. oo fjuu  8)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 22, 2014, 01:33:51 PM
(http://www.proki.org/images/5000mask.jpg)

I like this variant ^^
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 22, 2014, 01:35:27 PM
Also glad to have you back ^^
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Viceroy on August 22, 2014, 01:38:31 PM
Ah nice, I hope we get some balaclavas too, Along with harmy helmets. :D
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Clayton on August 22, 2014, 01:40:22 PM
Some "bandit" bandana face masks would be sweet!

I think it would really go well with some of the subtle 'wild-west' theme.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on August 22, 2014, 01:53:13 PM
Some "bandit" bandana face masks would be sweet!

I think it would really go well with some of the subtle 'wild-west' theme.

uuh yes .. :D please everyone write ideas tasks and other things to my PM or here and we colect them to mantis and i start working on it .. aalso i got many stuff from internet as inspiration ( tactical gear / vest , helmed , ect .. )
Title: Sketch off 1st tac vest
Post by: StalkerCZ on August 22, 2014, 08:09:22 PM
I skeetch and sketch and hsre is firts simple sketch of tac vest wat you say? O ly line art. Front side.  ;D

[attachment deleted by admin: too old]
Title: Re: Sketch off 1st tac vest
Post by: StalkerCZ on August 22, 2014, 09:10:00 PM
Another model sketch In Desert CAMO front View

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Clayton on August 22, 2014, 09:36:49 PM
Looking damn good, man! Keep up the good work; I'm excited to see some kick ass military gear in RimWorld.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on August 22, 2014, 09:43:06 PM
Looking damn good, man! Keep up the good work; I'm excited to see some kick ass military gear in RimWorld.

Hell yeah ! It is little bit late hours and i work Only on my tablet sketch book with layers. after that i need to finish it at normal Ps at pc. Here is another tac vest in czech vz.95  :P

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Zeta Omega on August 22, 2014, 09:55:46 PM
So many guns...so many choices.....What would you say is the best long range weapon in terms or cooldown, aim, damage, and accuracy?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on August 22, 2014, 10:03:56 PM
So many guns...so many choices.....What would you say is the best long range weapon in terms or cooldown, aim, damage, and accuracy?

It is on you and your tactics.  :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Iwillbenicetou on August 22, 2014, 11:05:44 PM
So many guns...so many choices.....What would you say is the best long range weapon in terms or cooldown, aim, damage, and accuracy?

The best guns right now are these:
1. M4A1 Pulse Rifle
2. RPD
3. PK
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on August 23, 2014, 07:35:23 AM
Finalizacion of TacVest in camo vz.95 AČR. Here is some pic. Now trying to get to game and testing  it. I add here some pic later.  ;D

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 23, 2014, 07:36:31 AM
That is sexy!
Have you manage to make them wearable in game or do you need help? :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on August 23, 2014, 08:27:41 AM
That is sexy!
Have you manage to make them wearable in game or do you need help? :)

I think i know how work wearing stuf in def xml i read it .. but you could help me .. i send you email .. :) it will be faster ..  :-*
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on August 23, 2014, 09:18:08 AM
Finalizacion of TacVest in camo vz.95 AČR. Here is some pic. Now trying to get to game and testing  it. I add here some pic later.  ;D

Here are first looks in game ..

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 24, 2014, 04:33:15 AM
You have the temple of the armor now so you can easily copy paste change name etc.
Title: Rig Vest - variation
Post by: StalkerCZ on August 24, 2014, 09:28:01 AM
Hi all .. there are some Rig Vest in various camo  :o i also do some pic in game ..

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: minami26 on August 24, 2014, 09:59:59 AM
Hello guys, have you checked the damage for the Handcannon, m79 launcher and RPG7 they do little damage.
I think you might need to set a <BaseDamage> something in the projectile def for these weapons.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 24, 2014, 11:13:46 AM
I think they do the normal explosion damage? or am i wrong?
Title: Rig Vest in game look
Post by: StalkerCZ on August 25, 2014, 08:52:01 AM
 :o Hi all. there is first implant the Rig vest in some variation of cammo in game look :) Real thanx to : James, Milo, Christian, Sautereau for modeling :)  :o

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Iwillbenicetou on August 25, 2014, 01:00:11 PM
I don't know about you guys, but I personally dislike the red. Maybe tone it down a bit.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: ( Tchey ) on August 25, 2014, 01:13:47 PM
I enjoy this mod but i find it a bit overwhelming. It's painful to check every weapons one by one when you do not know the game or IRL weapons. Still i enjoy playing with it.

Also, in my current game i have a Crematorium to burn bodies and apparel. Is it possible to get something to burn weapons too ? After a while it's quickly "too much weapons", unwanted, and weapon dealers don't have enough solver to buy them all.

Thank you.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Iwillbenicetou on August 25, 2014, 01:23:53 PM
You can craft them down (maybe, but definitely eventually) with Haplo's workstations mod into metal :D. Now you have infinite defenses. When your defense get destroyed, you can fix them up using their weapons!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on August 25, 2014, 03:25:47 PM
I don't know about you guys, but I personally dislike the red. Maybe tone it down a bit.

It is now only prototype.. basic pattern will be Olive, Grey, Urban, Desert, Woodland .. other pattern will be only if people want them.  ;D
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 26, 2014, 09:15:34 AM
I think black-grayish should belong to the standard camo list :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on August 26, 2014, 12:41:57 PM
I think black-grayish should belong to the standard camo list :)

yes .. it will be .. because total black is realy hard to wiev lines  :D
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Damien Hart on August 26, 2014, 01:09:59 PM
Why do a lot of the primitive weapons use the bullet damageDef?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 26, 2014, 04:14:33 PM
Why do a lot of the primitive weapons use the bullet damageDef?

haha! Thats a bug from our part.
Never noticed this! Well add it to our bug tracker. :)

Thx for pointing it out. :)

BUG:
0000301 (http://dev.evul.nu/mantis/view.php?id=301): Tribal Weapons, blunt and melee class weapons use wrong DamageTypeDef
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Ptolisgoodguy on August 26, 2014, 04:38:42 PM
I have a game breaking glitch for this mod which has already been listed on the website.

Sorry if this is wrong place to say about it and I know it takes time.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 26, 2014, 04:45:51 PM
Can you upload the output_log to the bug on the mantis?
It is located: ...RimWorld532Win\RimWorld532Win_Data\output_log.txt

0000300 (http://dev.evul.nu/mantis/view.php?id=300): Can not load extended bullet
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Ptolisgoodguy on August 26, 2014, 05:11:32 PM
I have gone into the folder but there isn't an output log txt folder
is it one of those hidden folder types that I haven't revealed yet similar to appdata
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 27, 2014, 02:01:29 AM
Start the game go in to options tjeck the development tool/mode(Don't Remember the exact name). Load the mod and go the the folder mentioned and se if you find the file :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Ptolisgoodguy on August 27, 2014, 06:53:38 AM
Still not there. what am I doing wrong I loaded up the mod with developer mode on and the one below it and I also checked the log input thing in the eye at the top of the screen. The only thing extra was a huge amount of white log posts about 3 lines long repeating just with a different number at the beginning e.g. 13ms, 9ms, 21ms so on and so forth. is that what you want because here still isn't an output log txt file  :-[
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: valkyrie on August 27, 2014, 09:24:38 AM
I don't suppose there's a sounds pack or something for the weapons, I love all the different ones and how each is unique but id love them to not all sound the same, any chance you could incorporate sounds to them somehow :)?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Iwillbenicetou on August 27, 2014, 02:29:16 PM
1. There is already custom sounds for some of them.
2. That will require tons of work as there is almost 100 guns in it.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 27, 2014, 03:35:12 PM
We have a costum sound mod that have not been released. I can poke stalker about it.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 28, 2014, 09:27:20 AM
Still not there. what am I doing wrong I loaded up the mod with developer mode on and the one below it and I also checked the log input thing in the eye at the top of the screen. The only thing extra was a huge amount of white log posts about 3 lines long repeating just with a different number at the beginning e.g. 13ms, 9ms, 21ms so on and so forth. is that what you want because here still isn't an output log txt file  :-[

Try reinstalling the game and re-download the mod might be so.thing wrong somewhere.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: mrofa on August 28, 2014, 09:47:44 AM
Still not there. what am I doing wrong I loaded up the mod with developer mode on and the one below it and I also checked the log input thing in the eye at the top of the screen. The only thing extra was a huge amount of white log posts about 3 lines long repeating just with a different number at the beginning e.g. 13ms, 9ms, 21ms so on and so forth. is that what you want because here still isn't an output log txt file  :-[

Could you tell the message of error or do a screenshot ?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 28, 2014, 09:50:08 AM
Also that is even better xD (why did I never think of that O.o)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: mrofa on August 28, 2014, 09:56:48 AM
Well its most likley my error from bullet class :D
So sorry in advence

Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 28, 2014, 09:57:39 AM
No one else reported it O.o
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Ptolisgoodguy on August 28, 2014, 12:26:24 PM
i put a screenshot of the error message in the report. and I'm just about to try it out after re downloading the game.

EDIT: Still doesn't work.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: mrofa on August 28, 2014, 12:38:11 PM
Well i did just poke at the screenshot, and i can tell you that it dont see the dll file.
Since its show a error on xml level, and i did check the xml stuff on this error which is written correctly, so it must be whole dll file.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 28, 2014, 12:42:10 PM
It is your dll as it seams. :P

(http://dev.evul.nu/mantis/file_download.php?file_id=55&type=bug)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: mrofa on August 28, 2014, 12:43:47 PM
I know, but it looks like the game dont load the dll file from assembly folder, thats why the error shows
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 28, 2014, 12:48:29 PM
true...
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 28, 2014, 01:04:45 PM
Ptolisgoodguy:
Do you have the clutter mod?
Disable the PA mod and enable that and se if the error still there.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Ptolisgoodguy on August 28, 2014, 01:09:43 PM
I have had the exact same problem with clutter mod and that was also partially in A5, btw I found a way to get PA 2.13 working. I had to install the realistic weapons w/ project armory mod and it seemed to work. I have a hunch the reason that PA wasn't working was because of the way the extended bullet folder was shown because for me, on its own the folder was just a plain old file but with realistic weapons mod it was a 7-zip file.

anyway if other people get this bug tell them to check the extended bullet file to see what type it is.

thanks a bunch for the help anyways.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on August 28, 2014, 01:20:51 PM
If you still have this for the clutter and you have a fresh newly installed mod. It might be that something in the game for certain computers does not read the assembly files.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Ptolisgoodguy on August 28, 2014, 10:32:20 PM
I went on search to all the mods that had similar issues and found that it was the same with the rest of them and all I needed to do was convert the file and it worked. So that's all worked out now.

P.S. on an unrelated note have you thought about putting different types of grenades in the mod pack e.g.

Model 24 Stielhandgranate: would explode on impact

Satchel charge: Long Fuse, Short throwing range, big explosion

Flashbang(obvious one): Stun Enemies.

Flare: When detonated places flare where it lands which would light up area. good for miners (not sure if possible but nice idea.)

knockout gas: Very Expensive because of how useful it would be.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Fruit loops on August 29, 2014, 09:04:41 PM
Everytime I try this it turns into a notepad document how do I stop it from doing that?
Title: Uniform
Post by: StalkerCZ on August 31, 2014, 01:53:19 PM
 8) hi all there is look like uniform in game .. now woodland .. i plane more patterns ..  :o

[attachment deleted by admin: too old]
Title: Uniforms
Post by: StalkerCZ on September 01, 2014, 05:40:36 PM
another camo pattern  :o

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Iwillbenicetou on September 01, 2014, 06:26:29 PM
Nice. I like the second ones a lot. The cam looks cool...
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StalkerCZ on September 01, 2014, 08:37:22 PM
Nice. I like the second ones a lot. The cam looks cool...

Thanx. I DO MY BEST.. also i want to create more patren. Also like desert and Digital camo. Aaa im also working on baclava .... who like kind of terrorist .. lol ..  ;D
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Iwillbenicetou on September 01, 2014, 11:13:43 PM
So for Raiders, when they come, there is a high chance they wear it?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on September 02, 2014, 01:21:33 AM
i will make sure they do :P
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: welcomeHub on September 09, 2014, 07:21:03 PM
I feel the short range weapons are often under-powered and inferior, maybe give them an aiming time buff so that they can be more useful than assault rifles in indoor situations?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on September 10, 2014, 12:27:48 AM
I'm working on some kind-of system like that.
We're smg and pistols is good for close and medium and assaultrifles are good on long.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on September 12, 2014, 01:33:42 AM
Mirror list updated :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on September 14, 2014, 01:24:35 AM
My server is currently down pictures will return soooooooooooooon.

EDIT: Have some problems with the server port...
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on September 16, 2014, 03:01:47 AM
The server is now working again!!!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: bluestrike15 on September 16, 2014, 07:51:28 PM
Im a bit worried that the RPG-7 is a bit weak, ive made direct hits with targets and they only get hurt a small amount not to mention the splash is small. Also seems to be this way with the grenade launcher(don't remember the name)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on September 17, 2014, 05:48:29 AM
I'll take a look on them :)
Also the health system is being ballanced so it might fix it self :)
But I add it as a task :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on September 24, 2014, 05:52:51 AM
Messages to devs: don't add anything now until I give a go for it :P
Reworking some code.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: wiliiy on September 30, 2014, 09:38:48 PM
A Blowgun or throwing Spears sure would look nice for the tribals  :P
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 01, 2014, 01:29:00 AM
Don't we have somthing like that? xD
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Sooner535 on October 01, 2014, 04:43:12 PM
Now that there are melee weapons any chance to add some? Some ideas are:
 gladius, brigantes long sword, pike, mace, lightsaber, viber blade, Bo Staff, spear, etc. >.<
Also when is alpha 7 support coming? Here are some gun ideas btw:
Ronin pistol (SGA), ori staff (SG-1), wraith blaster (SGA), type 99 (WW2), PSH-41 (WW2), colt 44, etc.

Sorry about all the text >.<
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: LORDPrometheus on October 01, 2014, 05:54:52 PM
Spear is already in the game BTW
And I HIGHLY doubt that they will ignore melee weapons being implemented what I want is the ability to have a melee and a ranged weapon equipped at the same time and have the colonist/raider switch when they get in close
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Sooner535 on October 01, 2014, 08:49:58 PM
That would be nice, I am waiting for shields and dual wielding 8)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Iwillbenicetou on October 01, 2014, 09:55:59 PM
Shield Apperal mod?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Dan85 on October 01, 2014, 11:31:14 PM
I loaded it up with Alpha 7 and it looks like the Glock 19 and Enfield textures are missing? A big red X in a box.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 02, 2014, 01:51:26 AM
I am working on a alpha 7 support :) and yes melee weapons will be made. :)
Slow process cause of the huge change in the xml files. Also I gona take a look at Regexes and se if I can speed up the process.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: StorymasterQ on October 02, 2014, 02:08:10 AM
I am working on a alpha 7 support :) and yes melee weapons will be made. :)
Slow process cause of the huge change in the xml files. Also I gona take a look at Regexes and se if I can speed up the process.

EVUL!!! NOOOOO!!!!

Quote from: Jamie Zawinski
Some people, when confronted with a problem, think "I know, I'll use regular expressions."
Now they have two problems. (http://"http://regex.info/blog/2006-09-15/247")
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 02, 2014, 02:40:07 AM
Lol then it will take time :P
Unless someone wants to help out fixing the version compatibility. :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Viperlol on October 02, 2014, 03:07:09 AM
Well Evul if you want me to make any textures for weapons again, feel free to ask me :P
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 02, 2014, 06:30:21 AM
I need to implement the one I have not first ^^ been busy until now :P
But first things first I need help with the XML files. I have a template if people whant to help out.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 02, 2014, 06:46:26 AM
I need to implement the one I have not first ^^ been busy until now :P
But first things first I need help with the XML files. I have a template if people whant to help out.

Toss it up! I can probably throw an hour at it or something.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 02, 2014, 06:51:19 AM
Will post it in approximately 4-5 hours. Currently at work :)
 
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Sooner535 on October 02, 2014, 08:33:47 AM
mmmm melee weapons lol. In all honesty I would actually love to help, the only experience I have modding however is installing them, editing the defs for storytellers and incidents, and changing IDs in minecraft >.< I fear I would be fairly useless.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 02, 2014, 08:44:08 AM
Well we pimrity much only copy paste and make a picture :P
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Sooner535 on October 02, 2014, 05:03:03 PM
How would I make the sprite though? What program? I would as I said be more than happy to offer any services lol or heck even try my hand at making a mod that could run alongside yours (Project Pointythings lol)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: eatKenny on October 02, 2014, 05:36:19 PM
it's time...can you make lightsaber as the ultimate meele weapon? ::)

very rare and expensive, but we love it, because it deals great dmg and looks COOL ::)

i'm thinking like 100+ dmg per hit, like one hit one kill or incapacity(since legs or arms are more easily to cut off).

imagen 20 heavily armed "jedi"(all jogger, brawler, bloodlust and masochist ::)) run into thousends of tribes...leaves legs and arms all over the place and walk away with 900% mood ::)

(http://desktopbackground.in/wp-content/uploads/2014/09/Lightsaber-Wide-126833.jpg)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Iwillbenicetou on October 02, 2014, 06:26:52 PM
And have a chance to deflect the bullets/arrows!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Sooner535 on October 02, 2014, 08:52:42 PM
stop teasing me you jerks  :P
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: smitj045 on October 02, 2014, 09:53:20 PM
And have a chance to deflect the bullets/arrows!

I'm willing to bet that would be hell to implement.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Viperlol on October 02, 2014, 10:35:10 PM
And have a chance to deflect the bullets/arrows!
Im not sure that is possible in game. I think have a light saber texture somewhere, if so, I will send it to Evul if he wants :P
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 03, 2014, 01:46:17 AM
Sorry for not posting the template I will post it today together with a way of contribute without duplicates :)

How would I make the sprite though? What program? I would as I said be more than happy to offer any services lol or heck even try my hand at making a mod that could run alongside yours (Project Pointythings lol)

I use Photoshop :)
Gimp can also be used. The pictured are png 64x64 and transparent.

it's time...can you make lightsaber as the ultimate meele weapon? ::)

very rare and expensive, but we love it, because it deals great dmg and looks COOL ::)

i'm thinking like 100+ dmg per hit, like one hit one kill or incapacity(since legs or arms are more easily to cut off).

imagen 20 heavily armed "jedi"(all jogger, brawler, bloodlust and masochist ::)) run into thousends of tribes...leaves legs and arms all over the place and walk away with 900% mood ::)

(http://desktopbackground.in/wp-content/uploads/2014/09/Lightsaber-Wide-126833.jpg)


Defiently :P
I have mentiond somewhere in this thread that I will make a lightsaber xD

And have a chance to deflect the bullets/arrows!
Im not sure that is possible in game. I think have a light saber texture somewhere, if so, I will send it to Evul if he wants :P

Shoot :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Necrosin on October 03, 2014, 02:07:22 AM
Great Job! Looks really nice so far.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: eatKenny on October 03, 2014, 06:49:08 AM

melee weapons have so much fun, i do have some other wild ideas, and i may do a "it's time..." melee weapon ideas serial ;)

IT'S TIME...lets kill monkeys to get the "Ruyi Jingu Bang" or in english "Monkey King Bar", the weapon used by Sun Wukong

http://en.wikipedia.org/wiki/Ruyi_Jingu_Bang (http://en.wikipedia.org/wiki/Ruyi_Jingu_Bang)

http://en.wikipedia.org/wiki/Sun_Wukong (http://en.wikipedia.org/wiki/Sun_Wukong)

extremely rare, can only get from killing monkeys(have very small chance to drop. and yes, the raiders and pirates dont have it), can't be trade.

it has certainlly some magic power, it gives you 50% walkspeed bonus, a very small cool down(like 0,3s), stuns enemy with every sucessful hit (really a nightmare for the fleeing enemies ::))and deals good dmg too(like 30+)

tired of seeing enimies with good guns running away? getting frustrated from enemy snipers? well, a jogger with monkey king bar ist all you need 8)

well... not a good day for monkeys :'(

(http://3.bp.blogspot.com/-4919Kc3hUWA/TjB9hKR68oI/AAAAAAAAAAg/x4NmCu4bplI/s1600/Monkey%2BKings.jpg)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 03, 2014, 06:53:40 AM
Lol.

I will not make monkeys drop anything like that :P
maximum can be a muffalo head or dead squirrel. :P (or coffee mug.)
Title: Project Armory Alpha 7 Community Help us out!
Post by: Evul on October 03, 2014, 08:31:02 AM
Project Armory Alpha 7 Community Help us out!

Hi!
For people that want to get the mod up and running faster can grab a kit and start helping out. :)


How this work is simple. You dedicate like this:
Quote
I Evul grab KIT14
Code: [Select]
[size=20pt][color=red]I Evul grab KIT14[/color]
In this way no one else should grab KIT14 and start the conversion posses cause that will only be unnecessary.

Each file contain 11 files. If you run in to problems don't hesitate contacting me.

File template: (This is the AK47 so changes are required)
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

<!--
PROJECT ARMORY WEAPON

CODE AUTHOR: Evul
 - ALPHA7 CODE AUTHOR: Evul
TEXTURE MAKER: Evul

USER LICENSE:
All weapons texture and code may be altered to the users
liking to fit the world the user wants to create.
You may add or remove weapons of your downloaded
Project Armory Pack to further more customize your world.
You are also allowed to publish Project Armory weapons
in your own modpack or mod. The only thing we ask for
is that you link to our forum page so people that like
the weapons can download more of them.
-->

<ThingDef Name="BaseGun" Abstract="True">
<category>Item</category>
<eType>Equipment</eType>
<thingClass>Equipment</thingClass>
<equipmentType>Primary</equipmentType>
<pathCost>10</pathCost>
<useStandardHealth>True</useStandardHealth>
<selectable>True</selectable>
<onGroundRandomRotateAngle>35</onGroundRandomRotateAngle>
<statBases>
<MaxHealth>100</MaxHealth>
<Flammability>1.0</Flammability>
</statBases>
<altitudeLayer>Item</altitudeLayer>
<alwaysHaulable>True</alwaysHaulable>
<tickerType>Never</tickerType>
<techLevel>Midworld</techLevel>
<storeCategories>
<li>Weapons</li>
</storeCategories>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
</comps>
</ThingDef>
<ThingDef Name="BaseHumanGun" ParentName="BaseGun" Abstract="True">
<weaponTags>
<li>Gun</li>
</weaponTags>
</ThingDef>
<ThingDef Name="BaseBullet" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>bullet</label>
<useStandardHealth>False</useStandardHealth>
<neverMultiSelect>True</neverMultiSelect>
<shaderType>Transparent</shaderType>
</ThingDef>

<!-- ============================================================== -->

<ThingDef ParentName="BaseBullet">
<defName>Bullet_AK47C</defName>
<label>7,62x39mm M43/M67</label>
<texturePath>Things/Projectile/Bullet_Big</texturePath>
<projectile>
<damageDef>Bullet</damageDef>
<DamageAmountBase>8</DamageAmountBase>
<Speed>70</Speed>
</projectile>
</ThingDef>

<ThingDef ParentName="BaseGun">
<defName>Gun_AK47_wea</defName>
<label>AK-47</label>
<description> The AK-47 is a selective-fire, gas-operated 7.62�39mm assault rifle, first developed in the Soviet Union by Mikhail Kalashnikov. It is officially known as Avtomat Kalashnikova (Russian: ??????? ???????????).</description>
<graphicPathSingle>Things/Item/PAEquipment/Gun_AK47</graphicPathSingle>
<soundInteract>InteractRifle</soundInteract>
<tradersCarry>True</tradersCarry>
<soundInteract>InteractRifle</soundInteract>
<tradersCarry>true</tradersCarry>
<baseMarketValue>325</baseMarketValue>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<cooldownTicks>40</cooldownTicks>
<hasStandardCommand>true</hasStandardCommand>
<projectileDef>Bullet_AK47C</projectileDef>
<warmupTicks>108</warmupTicks>
<range>32</range>
<accuracyTouch>0.96</accuracyTouch>
<accuracyShort>0.87</accuracyShort>
<accuracyMedium>0.77</accuracyMedium>
<accuracyLong>0.64</accuracyLong>
<burstShotCount>3</burstShotCount>
<ticksBetweenBurstShots>8</ticksBetweenBurstShots>
<fireSound>ShotM16Rifle</fireSound>
</li>
</verbs>

</ThingDef>
</ThingDefs>

What am i allowed to do beside the Alpha 7 comparability fix?
You are only allowed to fix spelling errors in the <description> tag. Nothing else. Other changes are preserved to developers.
You are also allowed to set your name in the "ALPHA7 CODE AUTHOR:"

The kits can be downloaded here:
http://dev.evul.nu/rimworld/ProjectArmory/devbuilds/support/ (http://dev.evul.nu/rimworld/ProjectArmory/devbuilds/support/)
You are awesome for helping us out!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 03, 2014, 11:26:05 AM
I, Felime grab lucky KIT13
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 03, 2014, 11:40:25 AM
The AK-47 verb section has

<projectileDef>Bullet_M16Rifle</projectileDef>

in its verb section. Is this right, or should I replace it in the updated ones with the name of the specific weapon's bullet type?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 03, 2014, 04:47:02 PM
Ups. It should be Bullet_AK47C
Cause that's the bullet :)

Edit: I changed the template above to the correct string.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Iwillbenicetou on October 03, 2014, 05:37:25 PM
Ups. It should be Bullet_AK47C
Cause that's the bullet :)

Edit: I changed the template above to the correct string.

So we are updating weapons to A7?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 03, 2014, 05:56:54 PM
Ups. It should be Bullet_AK47C
Cause that's the bullet :)

Edit: I changed the template above to the correct string.

So we are updating weapons to A7?

Yes :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: eatKenny on October 03, 2014, 05:57:58 PM
just a thought, since we have melee weapons now, maybe we should nerf guns a little bit, like give a move speed and global work speed penalty according to the weight and size of the gun.

for example pistols have no penalties, SMGs -0% move speed and -5% work speed, scales to sniper rifles -15% move speed and -30% work speed.

it seems ridiculous that someone running around planting potatoes while aways carrying an anti-materiel rifle. me myself always have an armory room with diffrent guns to deal with diffrent threats. but i let my colonists only carry up to SMGs in peace time. ::)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 03, 2014, 05:59:28 PM
just a thought, since we have melee weapons now, maybe we should nerf guns a little bit, like give a move speed and global work speed penalty according to the weight and size of the gun.

for example pistols have no penalties, SMGs -0% move speed and -5% work speed, scales to sniper rifles -15% move speed and -30% work speed.

it seems ridiculous that someone running around planting potatoes while aways carrying an anti-materiel rifle. me myself always have an armory room with diffrent guns to deal with diffrent threats. but i let my colonists only carry up to SMGs in peace time. ::)

I will think about it :) and discuss it with active developers. :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: daft73 on October 03, 2014, 06:08:37 PM
just a thought, since we have melee weapons now, maybe we should nerf guns a little bit, like give a move speed and global work speed penalty according to the weight and size of the gun.

for example pistols have no penalties, SMGs -0% move speed and -5% work speed, scales to sniper rifles -15% move speed and -30% work speed.

it seems ridiculous that someone running around planting potatoes while aways carrying an anti-materiel rifle. me myself always have an armory room with diffrent guns to deal with diffrent threats. but i let my colonists only carry up to SMGs in peace time. ::)

I will think about it :) and discuss it with active developers. :)

I like the idea, would even affect raids and such...interesting ;)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 03, 2014, 06:56:57 PM
The one linked with the packs doesn't appear to have changed. There's also a duplicate line:

      <soundInteract>InteractRifle</soundInteract>
      <tradersCarry>True</tradersCarry>
      <soundInteract>InteractRifle</soundInteract>
      <tradersCarry>true</tradersCarry>

in the sample. Gonna leave it in, and I'll take it out if you say to.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: eatKenny on October 03, 2014, 07:18:04 PM
just a thought, since we have melee weapons now, maybe we should nerf guns a little bit, like give a move speed and global work speed penalty according to the weight and size of the gun.

for example pistols have no penalties, SMGs -0% move speed and -5% work speed, scales to sniper rifles -15% move speed and -30% work speed.

it seems ridiculous that someone running around planting potatoes while aways carrying an anti-materiel rifle. me myself always have an armory room with diffrent guns to deal with diffrent threats. but i let my colonists only carry up to SMGs in peace time. ::)

I will think about it :) and discuss it with active developers. :)

I like the idea, would even affect raids and such...interesting ;)

yes it will affect raids:

while defending from a raid the tension will slowly build up as raiders with pistols, SMGs and grenades arriving first(which may just some warming up cake for your killing-box ::), but grenades may eventually weaken your turrets) and then arriving the army with assault rifles, and at last the mighty miniguns and snipers(to finish you off ::)).

it's not actually realistic because in real situation an attack should be well organized, but since they are stupid enough to walk into your killing-box i decide to let it go :P. overall i think it will eventually make late game raids less devastating since we have longer defending time.

and the best thing is as heavy guns being nerfed pistols or SMGs are no longer useless in late games 8)

another thought, raiders will drop their weapons at the time they flee in order to run faster ::), which we do in real life, and it will also save us time to chase someone carrying an R-4 charge rifle ::)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 03, 2014, 07:49:42 PM
The one linked with the packs doesn't appear to have changed. There's also a duplicate line:

      <soundInteract>InteractRifle</soundInteract>
      <tradersCarry>True</tradersCarry>
      <soundInteract>InteractRifle</soundInteract>
      <tradersCarry>true</tradersCarry>

in the sample. Gonna leave it in, and I'll take it out if you say to.

This aside, here's KIT13 (attached)

I, Felime grab KIT10

Oh dear... Kit 10 has thermal detonators. I don't actually know rimworld modding or anything more than the basics of xml, so I'm gonna leave that until you let me know what to do with it, Evul. Also: what should I do with files lacking attribution/license info?

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 03, 2014, 08:19:13 PM
I've edited the previous post enough. Anyways. for the neolithic weapons, what should I use instead of BaseHumanGun? I'm putting in BaseHumanWeaponNeolithic in the atlatl for the moment.

Don't actually know what uses BaseHumanGun, it doesn't seem to be the parent of anything.

Edit: Turok 2 Razor Wind looks like another one that'll need Evul's attention. I'm not touching that one with my current understanding of Rimworld defs.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 03, 2014, 10:19:48 PM
So, can't do more on kit10 atm, so I'm going to check out KIT9, as it seems to be all straightforward weapons.

I, Felime grab KIT9
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 04, 2014, 03:51:35 AM
You are awesome felime!
When you come a cross files you can fix put them in a separate zip and upload it so I can take. Look at it :) like the thermal detonator.

And yes remove the duplicate lines.
I think the neolithic weapons need a overall work over. Zip them to and I'll take a look at it. :)
Name the zip kit00
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 04, 2014, 02:21:23 PM
Here are KIT09, the parts of KIT10 I could do, KIT13 with the duplicate entries removed, and KIT00 (The bits of KIT10 I don't know how to fix)

I, Felime, grab KIT08

Oh, and for the record, the Improved Venter and Improved Pulse Venter (KIT09) lacked attribution or licensing info, I put it in and filled in the original author with 'UNKNOWN'. I figure you can fix that up.

Also, the BRX-A1 and A2 (Also KIT09) are identical from everything I can see, just thought I'd mention that.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 04, 2014, 02:34:08 PM
Awesome! Your the best! Gona take a look at the stuff as soon as I am home. :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 04, 2014, 03:09:37 PM
Awesome! Your the best! Gona take a look at the stuff as soon as I am home. :)

No problem! The vanilla weapons get boring really fast. This way you can get to the stuff that actually needs someone competent.

(And this is good practice to get familiar with the modding stuff. Already planning to see if I can make a heavy bolter or something that fires itty bitty explosions)

On that note, here is KIT08, along with the hand mortar, which isn't quite standard in a KIT00

Notes on KIT08:
The Colt Monitor, Lebman 1907, and Moonraker Pistol used the Chauchat, Winchester 1907, and Moonraker Laser bullets, respectively. I changed them to fire the bullets defined in the files. I assume that would cause fun times if you disabled the weapon they reference, but I'm mentioning it just in case the mismatched bullets weren't errors or something.

I, Felime, grab KIT02

(Since I've been taking things out of order, for handy reference of anyone else volunteering, I've snagged KIT13, KIT09, KIT08, and KIT02 so far.)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 04, 2014, 03:33:43 PM
The files are now implemented and uploaded to our server. :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 04, 2014, 03:42:36 PM
The files are now implemented and uploaded to our server. :)

KIT02 done, nothing really out of the ordinary in this one. The P90 is 2 guns in one file, but I'm pretty sure it's just a matter of having two gun entries, so I did it myself.

I, Felime, grab KIT03

E: forgot the attachment. And yeah, I copied over the changes between them!

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 04, 2014, 03:43:36 PM
The above is normal the one below are a silencer version :)
They use the same bullet def :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 04, 2014, 04:12:30 PM
Aaaand, KIT03 Nothing odd in this one.

I did forget to mention, in KIT02, the dragunov has a burst size of 1 in the file, I copied it over, but it seemed strange.

Gonna take a break now. Will probably do one or two more at some point.


Edit: Break over, I, Felime, grab KIT04

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: LORDPrometheus on October 04, 2014, 07:06:16 PM
so... i dont know exactly how many files need to be fixed and how many are in each KIT file... how many KIT files are there?
Title: Re: Project Armory Alpha 7 Community Help us out!
Post by: Felime on October 04, 2014, 07:24:22 PM
Project Armory Alpha 7 Community Help us out!

Hi!
For people that want to get the mod up and running faster can grab a kit and start helping out. :)


How this work is simple. You dedicate like this:
Quote
I Evul grab KIT14
Code: [Select]
[size=20pt][color=red]I Evul grab KIT14[/color]
In this way no one else should grab KIT14 and start the conversion posses cause that will only be unnecessary.

Each file contain 11 files. If you run in to problems don't hesitate contacting me.

File template: (This is the AK47 so changes are required)
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

<!--
PROJECT ARMORY WEAPON

CODE AUTHOR: Evul
 - ALPHA7 CODE AUTHOR: Evul
TEXTURE MAKER: Evul

USER LICENSE:
All weapons texture and code may be altered to the users
liking to fit the world the user wants to create.
You may add or remove weapons of your downloaded
Project Armory Pack to further more customize your world.
You are also allowed to publish Project Armory weapons
in your own modpack or mod. The only thing we ask for
is that you link to our forum page so people that like
the weapons can download more of them.
-->

<ThingDef Name="BaseGun" Abstract="True">
<category>Item</category>
<eType>Equipment</eType>
<thingClass>Equipment</thingClass>
<equipmentType>Primary</equipmentType>
<pathCost>10</pathCost>
<useStandardHealth>True</useStandardHealth>
<selectable>True</selectable>
<onGroundRandomRotateAngle>35</onGroundRandomRotateAngle>
<statBases>
<MaxHealth>100</MaxHealth>
<Flammability>1.0</Flammability>
</statBases>
<altitudeLayer>Item</altitudeLayer>
<alwaysHaulable>True</alwaysHaulable>
<tickerType>Never</tickerType>
<techLevel>Midworld</techLevel>
<storeCategories>
<li>Weapons</li>
</storeCategories>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
</comps>
</ThingDef>
<ThingDef Name="BaseHumanGun" ParentName="BaseGun" Abstract="True">
<weaponTags>
<li>Gun</li>
</weaponTags>
</ThingDef>
<ThingDef Name="BaseBullet" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>bullet</label>
<useStandardHealth>False</useStandardHealth>
<neverMultiSelect>True</neverMultiSelect>
<shaderType>Transparent</shaderType>
</ThingDef>

<!-- ============================================================== -->

<ThingDef ParentName="BaseBullet">
<defName>Bullet_AK47C</defName>
<label>7,62x39mm M43/M67</label>
<texturePath>Things/Projectile/Bullet_Big</texturePath>
<projectile>
<damageDef>Bullet</damageDef>
<DamageAmountBase>8</DamageAmountBase>
<Speed>70</Speed>
</projectile>
</ThingDef>

<ThingDef ParentName="BaseGun">
<defName>Gun_AK47_wea</defName>
<label>AK-47</label>
<description> The AK-47 is a selective-fire, gas-operated 7.62�39mm assault rifle, first developed in the Soviet Union by Mikhail Kalashnikov. It is officially known as Avtomat Kalashnikova (Russian: ??????? ???????????).</description>
<graphicPathSingle>Things/Item/PAEquipment/Gun_AK47</graphicPathSingle>
<soundInteract>InteractRifle</soundInteract>
<tradersCarry>True</tradersCarry>
<soundInteract>InteractRifle</soundInteract>
<tradersCarry>true</tradersCarry>
<baseMarketValue>325</baseMarketValue>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<cooldownTicks>40</cooldownTicks>
<hasStandardCommand>true</hasStandardCommand>
<projectileDef>Bullet_AK47C</projectileDef>
<warmupTicks>108</warmupTicks>
<range>32</range>
<accuracyTouch>0.96</accuracyTouch>
<accuracyShort>0.87</accuracyShort>
<accuracyMedium>0.77</accuracyMedium>
<accuracyLong>0.64</accuracyLong>
<burstShotCount>3</burstShotCount>
<ticksBetweenBurstShots>8</ticksBetweenBurstShots>
<fireSound>ShotM16Rifle</fireSound>
</li>
</verbs>

</ThingDef>
</ThingDefs>

What am i allowed to do beside the Alpha 7 comparability fix?
You are only allowed to fix spelling errors in the <description> tag. Nothing else. Other changes are preserved to developers.
You are also allowed to set your name in the "ALPHA7 CODE AUTHOR:"

The kits can be downloaded here:
http://dev.evul.nu/rimworld/ProjectArmory/devbuilds/support/ (http://dev.evul.nu/rimworld/ProjectArmory/devbuilds/support/)
You are awesome for helping us out!

Quoting the post for LORDPrometheus. He updated the link with the first ones I did, but 2,3,4, and now 5 are off the table. There are 11 weapons in each kit. Takes about half an hour to go through and copy paste everything properly, at least now that I've gotten the hang of it.

In other news, KIT04 done.

I, Felime, grab KIT05

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 04, 2014, 10:31:41 PM
KIT05 done.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: The Scout on October 04, 2014, 11:04:03 PM
KIT05 done.
How many more kits are there
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 04, 2014, 11:25:09 PM
KIT05 done.
How many more kits are there

By my count, of these: http://dev.evul.nu/rimworld/ProjectArmory/devbuilds/support/ (http://dev.evul.nu/rimworld/ProjectArmory/devbuilds/support/)

1, 6, 7, 11, and 12 are still left.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: DeltaPavonis on October 05, 2014, 04:41:03 AM
Heck, might as well jump in and contribute.

I, DeltaPavonis, grab KIT01
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Iwillbenicetou on October 05, 2014, 11:02:43 AM
Man, Felime you are beasting through this!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 05, 2014, 11:10:15 AM
Man, Felime you are beasting through this!

Yup! And looks like my net is deciding to flicker on and off some more, so time for another one.

I, Felime, grab KIT06

Oh, and, tips for others doing this, assuming you're using notepad++:

Doubleclick will select everything between the nearest tag/space/punctuation mark. Learn to hate every file that uses a dash in their tags. Your hate will make you strong. This is good both for transferring things between the original file and the template, and for checking your work. A quick double click will highlight the type of projectile it fires both in the gun entry, and in the def for the projectile. Having the wrong projectile seems like the most common error in the originals.

Ctrl+a highlights everything in your current file. I find it useful to copy over the contents of the last file I finished as the template for the next, both because a lot of the things are often the same, and because it gives me another go-over of the one I just did. Caught little errors a few times that way.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: LORDPrometheus on October 05, 2014, 12:02:42 PM
i hereby nominate Felime as player of the week all who agree?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Shinzy on October 05, 2014, 12:30:44 PM
i hereby nominate Felime as player of the week all who agree?
*Kit grabber of the week =P
I can't imagine much playing being squeezed in between kits
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 05, 2014, 01:24:29 PM
i hereby nominate Felime as player of the week all who agree?
*Kit grabber of the week =P
I can't imagine much playing being squeezed in between kits

Eather can I :P
and I've busy doing allot of other stuff to xD
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 05, 2014, 01:54:11 PM
i hereby nominate Felime as player of the week all who agree?
*Kit grabber of the week =P
I can't imagine much playing being squeezed in between kits

Been playing some other things, but vanilla rimworld's a little bland compared to having a few extra mods.

Oh, and KIT06. The Walther PPK in this one seemed like an exact duplicate of the one I already did, even down to filename, so I lazed it up and didn't redo it.

And it seems trivially easy to make a gun that fires little bitty explosions like a heavy bolter. Unfortunately, I'm not too good at pixel art. Would be awesome if someone made one.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 05, 2014, 02:08:41 PM
I can make it :) cause I was planing on adding it any way :)
I also gona se if I can change the ammo thing for the bolster cause it have he rounds. :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 05, 2014, 02:24:32 PM
I can make it :) cause I was planing on adding it any way :)
I also gona se if I can change the ammo thing for the bolster cause it have he rounds. :)

Sweet! Having more weapons that are more than statlines would be really cool, though obviously more work.

I, Felime, Grab KIT12

Oh, so KIT11 is all tribal weapons and vanilla stuff apart from one, so I'm gonna leave those be. Apart from that, only KIT07 left after I finish 12.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 05, 2014, 03:00:10 PM
Sweet!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 05, 2014, 03:31:12 PM
KIT12 done.

The BAR used chauchat rounds, and the Lebel 1886 has a ticksbetweenshots value of 5, but no burst fire number of shots.
I corrected the BAR's round usage, and preserved the odd bit with the Lebel. Probably has no effect, but it's a little untidy to have in there though.

I, Felime, grab KIT07

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: MisterLock on October 05, 2014, 03:35:04 PM
Feelime...Not to sound rude or anything but you are a real beast with alot of time on his hands...If basically updating the XML files a.k.a the kits to alpha 7 means this mod will get updated then you acted as a one man army.Hope this actually means what I think it means and that once you are done doing the last kit and that other guy posts kit 01 the mod will get updated.Aparello and Project Armoury work very well thogheter(Spiffy Clothing and Weapon Variety)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 05, 2014, 04:03:50 PM
Feelime...Not to sound rude or anything but you are a real beast with alot of time on his hands...If basically updating the XML files a.k.a the kits to alpha 7 means this mod will get updated then you acted as a one man army.Hope this actually means what I think it means and that once you are done doing the last kit and that other guy posts kit 01 the mod will get updated.Aparello and Project Armoury work very well thogheter(Spiffy Clothing and Weapon Variety)

No problem, got a lot of time at the moment, combined with choppy internet. Notepad++ doesn't need a constant connection or suffer if my ping decides that three digits are not enough for it.

KIT07 done. Four of them (colt monitor through sawn off auto 5) were dupes of files in KIT08.

Evul still has to get time to convert over the more exotic xmls with odder things in them like grenades, launchers and neolithics, but hopefully I've gotten it down to just an hour or two's work on his end. :)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: MaxtheINFINITE on October 05, 2014, 04:32:03 PM
Pretty nice and pretty good,now update it to alpha 7.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Felime on October 05, 2014, 04:36:34 PM
Oh... so, uuuh... this kept bugging me when I was doing the xml files, and I just looked through the game's file full of guns. All of theirs extend BaseHumanGun, while the template has the guns extending BaseGun, which lacks the "gun" tag. From what I understand this means that the guns won't end up on traders or pirates.

A really quick fix with all the files in one place, but thought I'd mention it so you know where the problem is if that ends up actually being the case in testing.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: DeltaPavonis on October 05, 2014, 06:03:08 PM
KIT01 done. The launchers were a particular pain to get working correctly, but everything should be in order. Would appreciate a double-check just to make sure I got them right.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: The Scout on October 05, 2014, 09:39:29 PM
holy shit http://imgur.com/r/ronpaulshops/vwMin
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 06, 2014, 12:13:18 AM
Evul still has to get time to convert over the more exotic xmls with odder things in them like grenades, launchers and neolithics, but hopefully I've gotten it down to just an hour or two's work on his end. :)

Yeah it save me time from doing the "shit work". :P

Oh... so, uuuh... this kept bugging me when I was doing the xml files, and I just looked through the game's file full of guns. All of theirs extend BaseHumanGun, while the template has the guns extending BaseGun, which lacks the "gun" tag. From what I understand this means that the guns won't end up on traders or pirates.

A really quick fix with all the files in one place, but thought I'd mention it so you know where the problem is if that ends up actually being the case in testing.

Oh yeah! Thats true and right... I've missed that compleetly... but no worries. :)
I fix that later simply by replacing the line. It take just a second or three. :) So no worries :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: The Scout on October 06, 2014, 03:56:51 AM
Evul still has to get time to convert over the more exotic xmls with odder things in them like grenades, launchers and neolithics, but hopefully I've gotten it down to just an hour or two's work on his end. :)

Yeah it save me time from doing the "shit work". :P

Oh... so, uuuh... this kept bugging me when I was doing the xml files, and I just looked through the game's file full of guns. All of theirs extend BaseHumanGun, while the template has the guns extending BaseGun, which lacks the "gun" tag. From what I understand this means that the guns won't end up on traders or pirates.

A really quick fix with all the files in one place, but thought I'd mention it so you know where the problem is if that ends up actually being the case in testing.

Oh yeah! Thats true and right... I've missed that completely... but no worries. :)
I fix that later simply by replacing the line. It take just a second or three. :) So no worries :)

do you have a eta on completion
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 06, 2014, 04:04:03 AM
SoonTM
Just kidding. Hopefully end of this week.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Clibanarius on October 06, 2014, 06:32:23 AM
SoonTM
Just kidding. Hopefully end of this week.
Thanks for the update, and the mod that works for all the versions before alpha 7 and all! I know I'm not the only person who is loving each time I see a mod updated for alpha 7 so I can try it out with my game and see if it'll be awesome to play with and all, haha.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: LORDPrometheus on October 06, 2014, 03:04:25 PM
Is there anything the community can do to help push the release sooner as well or is it all on your end now?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Kolljak on October 07, 2014, 10:49:14 AM
Are you guys going to eventualy add more melee weapons now that the Bruiser trait disallows use of ranged weapons :D i would love to see Twohanders or Warhammers or scifi light blades.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 08, 2014, 02:59:19 AM
Is there anything the community can do to help push the release sooner as well or is it all on your end now?

I think so :)
I think I can manage every thing now. I just need time to do the last things.

Are you guys going to eventualy add more melee weapons now that the Bruiser trait disallows use of ranged weapons :D i would love to see Twohanders or Warhammers or scifi light blades.

Yes, lightsaber is comming up for example. xD
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: LORDPrometheus on October 08, 2014, 12:58:28 PM
Different Colors? Or just one?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Clibanarius on October 08, 2014, 01:23:40 PM
No need for multiple colors when purple is the only one that matters.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: LORDPrometheus on October 08, 2014, 03:09:14 PM
Red blue green purple that's what should be included I like purple but am a bigger fan of blue
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Clibanarius on October 08, 2014, 03:49:30 PM
Yes, yes, and yellow was common if you include KOTOR. And orange existed, with silver also possible. I was making a joke, you know? About how SLJ kicks ass and him having the sole purple lightsaber in film canon makes it the most important and only 'awesome' one in existence? It's okay.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 08, 2014, 05:17:35 PM
Misc colors. :)
Jedi academy colors i think. (Red, Blue, Green, Yellow/Orage, Purple)

Things will hopefully be done in the end of this week. Will focus on releasing a working alpha 7 mod then add stuff. :)
Bear with me :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Axel on October 09, 2014, 04:59:13 AM
Star Wars?.... How are you having a star wars conversation without me?!
Red Blue Green and Yellow are the biggest ones to include. Mainly because they're the ones that are the most common. Red being the most and Yellow the least. Orange and Purple were even rarer yet. Silver is also a possible color, although I believe the Halcyon family were the only wielders. Theres also black, copper, gold, gray, white, pink, amber, burgundy and so many more.
(While on the topic of Mace Windu, did you guys know he created one of the two deadliest forms of lightsaber wielding.)
But if we're having lightsabers we need melee weapons made of cortosis with ultrasonic vibration to combat them, like a true crazed Sith Lord would. :3
Now all we need are Jedi and Sith factions and all in between. Though, I think a mandalorian mod is in progress but im not sure how its going.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Clibanarius on October 09, 2014, 08:46:33 AM
And then he died in one of the lamest possible manners because Lucas is a storyteller with the skill of a toddler.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Shinzy on October 09, 2014, 08:54:29 AM
And then he died in one of the lamest possible manners because Lucas is a storyteller with the skill of a toddler.

Oh he'll be back! as a supercharged lightning rod and patched up with scyther protrusion lightsabre knife
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: LORDPrometheus on October 09, 2014, 08:56:06 AM
I'd like to clarify that I'm a huge star wars nerd and have read many of the books and played the various games. I understand that many colors of lightsaber exist since there is a lot of flexibility in terms of what crystal can be used. However following the last sith war most of the jedi were forced to use ilum crystals (blue or green blades) since the sith had destroyed the others that were held in reserve. The sith meanwhile used synthetic crystals for their blades. Luke skywalker also made a synthetic green crystal for his second light saber. My point is that the vast majority of light sabers were green blue or red with other colors being much more rare. Also mandelorians? Are we trying to make the game impossible lol. A single mandelorian is worth 10 colonists in power armor with r24s!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Axel on October 09, 2014, 09:51:17 AM
Yeah thats why i was saying Red was the most common, because theyre synthetic. Blue and Green came next in commonality and then came all the other colors.
Im not the one making the mod xD.
Although itd be extremely fun.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Kolljak on October 09, 2014, 10:04:51 AM
Well axel it started out as a conversation on what to do with the new melee weapon addition and if they where going to add some new melee stuff in... but... once the word "Lightblade" or "LightSaber" was mentioned.... well it went all downhill from there.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Axel on October 09, 2014, 10:56:15 AM
I couldnt resist. Its Star Wars.
But trying to get back on topic a Vibroblade would be a nice addition to go with the lightsabers. The color of the lightsaber could also make the lightsaber itself more expensive.
Also I just remembered would a doublesided lightsaber be possible? It would offer more damage but would make the user lack a bit in defense.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: LORDPrometheus on October 09, 2014, 12:18:11 PM
I agree with vibrioblades and if its possible adding a difficulty level to the weapon would be awesome. Only very skilled melee fighters can use single blades lightsabers (say 14 and up) and you have to be even more skilled to use double sided sabers (17 and up). Vibrio blades would be difficult but not impossible to wield so say 7 and up for them. The possibility for self amputation when used below the proper skill level would be both hilarious and accurate.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 09, 2014, 05:07:18 PM
Lol
I have not had much time fixing the code... Hopefully in the beginning of next week... Sorry for the delay...
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 10, 2014, 03:02:22 AM
It is 100% planed.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Zack_Wester on October 10, 2014, 09:04:43 AM
It is 100% planed.

Hej Evul såg inte att du var svensk.
[translation] Hi Evul didn´t see you where Swedish.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: MelanisticAlbino on October 10, 2014, 09:06:36 AM
Åh vad mysigt, en svensk moddare. Kan man hjälpa till någonting?

(Sorry, we're trash-talking you guys)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 10, 2014, 09:45:47 AM
Yeah you many go thro the launchers and granedes. :)

Jupp jag e svensk. Men forumet tilloter inte ��� s� �r det b�st att k�ra engelska :p
(Yes I'm Swedish. But the forum don't support ��� so it it best to talk English :P)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: JuliaEllie on October 10, 2014, 09:50:21 AM
wow your mod is the first to be pinned :) gz
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 10, 2014, 09:51:47 AM
Actually I did it by mistake... Noticed it when I started to check posts.. xD
So it is unpinned now :P
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: JuliaEllie on October 10, 2014, 09:53:16 AM
oh ok sorry :D
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 10, 2014, 09:55:08 AM
No worries xD
Not the first time doing a moderator mistake. The buttons are prity mush invisible.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: JuliaEllie on October 10, 2014, 09:59:51 AM
But its still the mod with most views ever :) only <7k short of 100k

everybody whoever bought the game (45k+) looked at your mod more than twice. Thats a very nice distribution
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 10, 2014, 10:01:31 AM
Also th first weapon mod that have been mentsined since (Alpha 2/3?) when moding were enabled. :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: JuliaEllie on October 10, 2014, 10:04:41 AM
Thats impressive. I took a huge break between Alpha 2 and 6 because I wasnt fully satisfied. I came back to the release of Alpha 6.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 10, 2014, 10:07:17 AM
I've been keeping mentaining my mods prity much. And done close beta testing. Not actually played seriously :P
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: JuliaEllie on October 10, 2014, 10:13:33 AM
I've been keeping mentaining my mods prity much. And done close beta testing. Not actually played seriously :P

what is this "play" people talk about? Is it a new mod??
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 10, 2014, 11:13:13 AM
Lol
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: mickey on October 10, 2014, 05:45:29 PM
hi, it's compatible for alpha 7 ? for me the picture of the weapons do not appear instead I just have a pink square
thank you in advance
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: shadowstreaker on October 10, 2014, 05:49:13 PM
It's currently not Alpha 7 compatible, Evul and a bunch of other wonderful people are working on making it so, it even says in the title (Alpha 6)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 11, 2014, 06:06:39 AM
I working as fast as I possible can to make it Alpha 7 ready.
Currently I have no computer cause I'm not at home. We are in need of developers also to speed up all developments :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Ouan on October 11, 2014, 02:59:01 PM
Alright, I will wait. <marks the 13th on his calender> luckily for me, your 13th is ahead of my 13th so maybe by your 14th I will see the A7 version of this awesome mod. Which will hopefully still be my 13th. Sometimes timezones work out in your favor. Here's to hoping, thanks for everyone's great work!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 11, 2014, 03:01:06 PM
I might be able to work on itomorrow also. So I hope I have it playable soon!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: HiveHD on October 11, 2014, 05:23:50 PM
Ok so with this and pretty much EVERY other mod I install, every single texture for the mod items is just a big red X in a red square...

Does anyone know how to fix this? I am getting it with multiple other mods too... Is it a problem with the mods themselves or is there something I can do to fix this?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: shadowstreaker on October 11, 2014, 05:25:46 PM
Are you using Alpha 7 Rimworld which is the newest? Because this mod is yet to be compatible, it is currently still only for Alpha 6. What other mods is it happening with?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: Evul on October 11, 2014, 05:27:54 PM
As topic name only for alpha 6 still i am not home but I'm working on alpha 7 version stand by.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13)
Post by: mrofa on October 11, 2014, 05:41:40 PM
Ok so with this and pretty much EVERY other mod I install, every single texture for the mod items is just a big red X in a red square...

Does anyone know how to fix this? I am getting it with multiple other mods too... Is it a problem with the mods themselves or is there something I can do to fix this?

Get notepad ++, open all files from Defs/Thingdefs folder in mod you want to fix with notepad++.
Press ctrl+f, chose replace tab.
And there you want to replace "texturePath" with "graphicPathSingle".
And press change in all open documents.
No more texture problems :D
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Evul on October 11, 2014, 05:43:15 PM
Omfg it will solve the texture but not the rest. :P
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: mrofa on October 11, 2014, 05:47:20 PM
Yehh its only good for replacing or mass deleting :P
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: mickey on October 11, 2014, 06:31:48 PM
no worries EVUL ^^ I just came back on and I resumed my rimworld translation ^^
Good luck for the update :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Felime on October 11, 2014, 06:36:21 PM
Even if you download the packs we've adapted, they still need a little bit of tweaking (Currently they won't actually show up in game because of something missing from the template, and some wizardry needs to be done to make the projectiles not use the error texture.) Basically anything that was made for Alpha 6 or before doesn't work with Alpha 7, and vice versa.

I'd recommend waiting two (or so) days for your ludicrous amounts of firearms fix.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Evul on October 12, 2014, 03:47:51 AM
I know what the problem is :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Felime on October 12, 2014, 12:10:11 PM
Figured you did! That's why you're the boss of this. :P

Edit: Oh, and an exploding bullet looks less trivial than I had thought, probably need to so some experimenting when I have a working RPG to test with.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Evul on October 12, 2014, 02:17:31 PM
I am missing the following kits:
KIT02
KIT04
KIT05 (did not work?)
KIT06
KIT11
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: skullywag on October 12, 2014, 02:55:00 PM
If you need inspiration on the rpg check my more weapons mod, I just added one complete with smoke trails, The source is there as well for the dll, feel free to use and abuse. ;)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Felime on October 12, 2014, 03:01:26 PM
I am missing the following kits:
KIT02
KIT04
KIT05 (did not work?)
KIT06
KIT11

Do you not have them? and what didn't work with KIT05? I'll attach the ZIPs I have atm, and I can do corrections as needed.

I didn't do kit 11 because you said the tribal weapons needed a look at, so I didn't fiddle with them.



[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Evul on October 13, 2014, 03:20:12 AM
Your awesome!
Thx! Noticed that they were tribal after posting. :)

If you are interested I can hook you up to our dev team :)

On another note:
I am planing on open up the development directory and dev builds for public download.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Evul on October 13, 2014, 04:09:29 AM
If you need inspiration on the rpg check my more weapons mod, I just added one complete with smoke trails, The source is there as well for the dll, feel free to use and abuse. ;)

Interesting! I'll take a look :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Giraffe on October 13, 2014, 11:06:19 AM
I'm actively refusing to play the game until this gets updated XD
You're awesome, Evul. Any chance for the Star Trek phasers getting added to the armory?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Felime on October 13, 2014, 11:56:16 AM
If you need inspiration on the rpg check my more weapons mod, I just added one complete with smoke trails, The source is there as well for the dll, feel free to use and abuse. ;)

That was really easy. I didn't know if you could add burst fire to launchers or explosive damage to  and I was a little too lazy to actually make a mod to check, but the RPG used the gun def, and works just fine with a burst. Now I wonder if it's possible to make it do different damage on a direct hit and near miss.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: skullywag on October 13, 2014, 12:51:49 PM
theres an impact and an impactsomething in the projectile class, im sure you could do something with those.   
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Felime on October 13, 2014, 12:55:42 PM
Where do you find all the defs? Unfortunately rimworld is a bit lacking on the modding documentation.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: skullywag on October 13, 2014, 01:08:24 PM
what defs? Sorry not following you.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Felime on October 13, 2014, 01:15:43 PM
I meant actually find a list of all the commands and things you can put in def files and such.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: mrofa on October 13, 2014, 01:23:40 PM
You need to look thrugh "core/defs/"
And you can also check wiki i did hear that some people are updating it so maybe you will find some info there to.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: skullywag on October 13, 2014, 01:26:58 PM
did you check my dll source some of those things in the def don't work that way I've added them myself. they'll error without my dll.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Kolljak on October 13, 2014, 01:56:25 PM
So how close are you guys to updating this... im litteraly waiting for only this :\ lol
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Evul on October 13, 2014, 04:23:20 PM
Working on it... Im working as fast as i can...


mrofa:
do you have a updated Extended_Bullet Assemblie? :D
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Kolljak on October 13, 2014, 05:16:55 PM
#EXPLODES :o
Title: Project Armory (v.2.14) - Alpha 7 Public DevBuild
Post by: Evul on October 13, 2014, 05:56:08 PM
(http://dev.evul.nu/rimworld/ProjectArmory/Preview2.png)
PUBLIC DEVBUILD RELEASED

I am now releasing a hopefully playable devbuild. The mod is missing 37 files and 15 of them are Vanilla weapon name and bullet changes (not important). Felime is working hart to fix some of them including the name changes.
And i am forced to continue tomorrow due to work. (I will skip a meeting tomorrow to complete the mod. THATS how dedicated i am to deliver a fully working mod for all you guys and girls!)

Mean while for those who are F5'ing this thread. Here is a Public Development Build for you to play around with please report every single bug here or on our mantis!

GO TO THE DOWNLOAD PAGE (http://dev.evul.nu/rimworld/ProjectArmory/devbuilds/)




EDIT:
Here are a picture on the to do list:
http://dev.evul.nu/rimworld/ProjectArmory/gfx/misc/215todo-54457454545457457.png (http://dev.evul.nu/rimworld/ProjectArmory/gfx/misc/215todo-54457454545457457.png)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Kolljak on October 13, 2014, 06:00:09 PM
Implodes then reforms and REEXPLODES.
Title: Project Armory (v.2.14) - Alpha 7 Public DevBuild
Post by: Evul on October 13, 2014, 06:04:15 PM
lol go play. :P
Also report bugs! :D
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Kolljak on October 13, 2014, 06:08:33 PM
Is there anything in particular you want us to test out? also i see no RPG in there is that for a later date?
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Evul on October 13, 2014, 06:28:13 PM
Deactivated weapons currently don't work. All the others do. The one I am interested in is the Bolter. I think there are no larger problems anywere.



(Public Devbuild download link on the previous page)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Felime on October 13, 2014, 07:54:30 PM
I've got the RPG and M79 working, rewritten as guns because that's what I know how to do.

I pretty much rewrote the stats, because all the stats for them as a gun didn't seem to be there.

RPG-7 has the same damage as a grenade with a fraction of the explosion size. Pretty useless against moving human sized targets, but it'll probably mess centipedes up enough to keep in your arsenal just in case. Also will mess up walls fairly fast in the hands of raiders, but not really more than a grenade or anything.

Gave the M79 a larger explosion (felt really anemic at .06 explosion radius. What's the point of a grenade launcher that only rarely has a multi square effect?) and half the grenade's damage, but testing it on different armors revealed that bomb damage def does blunt damage, which armors are generally pretty bad against. I gave it a bullet damagedef, so it's not really going to be useful against raiders in power armor, but it'll do bad, bad things to tribal swarms.

Definitely need more looking at from Evul, and probably a redoing of prices, but mechanically they work.

Gonna keep working and see what I can do about getting everything to the point where Evul can do another release tomorrow. (And probably giving the bolter exploding bullets.)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Kolljak on October 13, 2014, 09:49:07 PM
Bolters image was missing on mine... apart from that.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Felime on October 13, 2014, 09:57:10 PM
Huh, thought he fixed that. I tested the bolter with the right xml, but it uuh... flickers between the two images possible. You can fix that for now by moving one of the bolter images out with the rest of the images in the textures folder.

Edit: Apparently that just didn't end up in the public build or something. Fix will still work.

Did a bunch of work on things, Everything but the things that use ExtendedBullet to do fancy things and the vanilla weapons should be done.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: MisterLock on October 14, 2014, 12:41:42 AM
Huh, thought he fixed that. I tested the bolter with the right xml, but it uuh... flickers between the two images possible. You can fix that for now by moving one of the bolter images out with the rest of the images in the textures folder.

Edit: Apparently that just didn't end up in the public build or something. Fix will still work.

Did a bunch of work on things, Everything but the things that use ExtendedBullet to do fancy things and the vanilla weapons should be done.

Feelime why didn't you get the official "Project Armoury Tester" tag in your name yet?You pretty much helped Evul bring this mod to alpha 7 entirely
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Felime on October 14, 2014, 12:51:36 AM
Huh, thought he fixed that. I tested the bolter with the right xml, but it uuh... flickers between the two images possible. You can fix that for now by moving one of the bolter images out with the rest of the images in the textures folder.

Edit: Apparently that just didn't end up in the public build or something. Fix will still work.

Did a bunch of work on things, Everything but the things that use ExtendedBullet to do fancy things and the vanilla weapons should be done.

Feelime why didn't you get the official "Project Armoury Tester" tag in your name yet?You pretty much helped Evul bring this mod to alpha 7 entirely

I've got SVN access. Much more useful.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: skullywag on October 14, 2014, 09:03:23 AM
What is this extended bullet, does it just allow you to add more things to the projectile def and they are picked up in the dll? If so the basis of this code is in my more weapons mod rpg bullet. If you need help porting what you have let me know.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Felime on October 14, 2014, 09:25:08 AM
Sure, toss me your skype in PM or hop on IRC, and I'll bug you if I run into anything when I try to figure it out. Looked at your code a bit, but haven't really gotten to really looking through and figuring it out.
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: mrofa on October 14, 2014, 09:34:24 AM
What is this extended bullet, does it just allow you to add more things to the projectile def and they are picked up in the dll? If so the basis of this code is in my more weapons mod rpg bullet. If you need help porting what you have let me know.

https://ludeon.com/forums/index.php?topic=5240.0 (https://ludeon.com/forums/index.php?topic=5240.0)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Evul on October 15, 2014, 01:41:14 AM
Will probobly be able to release a working main build today :)
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: BlackflagNarwhal on October 15, 2014, 03:35:26 AM
Its happening guys! Its happening!!!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Viperlol on October 15, 2014, 04:21:57 AM
ITS HAPPENING

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Evul on October 15, 2014, 07:39:52 AM
Currently at work but when I'm home I will look over smal changes and add the changes we did with the vanilla weapons. (name changes)
Title: Project Armory 2.15 is for alpha 7 is here!
Post by: Evul on October 15, 2014, 12:19:58 PM
(http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/Logo.png)
Project Armory Version 2.15 is for alpha 7 is here!

(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

RimWorld, Project Armory for alpha 7 is finally here! The mayor thing in this update is that the mod is now ported to RimWorld Alpha 7. But there are also some small changes and balancing fixes. I will also welcome Felime (https://ludeon.com/forums/index.php?action=profile;u=18982) to our development team!

Download:
(http://button.moddb.com/download/medium/75900.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-215)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?tab=1)
(as normal some of the mirrors are slow.)

Arm yourself and Defend the Colony!
Title: Re: [MOD] (Alpha 6) Project Armory (v.2.13) - Alpha 7 update comming soon!
Post by: Felime on October 15, 2014, 12:24:20 PM
It happeninged!

*jazzhands*


Editing in a quote for the new page:
(http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/Logo.png)
Project Armory Version 2.15 is for alpha 7 is here!

(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

RimWorld, Project Armory for alpha 7 is finally here! The mayor thing in this update is that the mod is now ported to RimWorld Alpha 7. But there are also some small changes and balancing fixes. I will also welcome Felime (https://ludeon.com/forums/index.php?action=profile;u=18982) to our development team!

Download:
(http://button.moddb.com/download/medium/75900.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-215)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?tab=1)
(as normal some of the mirrors are slow.)

Arm yourself and Defend the Colony!
Title: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 15, 2014, 12:28:59 PM
Editing in a quote for the new page:
(http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/Logo.png)
Project Armory Version 2.15 is for alpha 7 is here!

(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

RimWorld, Project Armory for alpha 7 is finally here! The mayor thing in this update is that the mod is now ported to RimWorld Alpha 7. But there are also some small changes and balancing fixes. I will also welcome Felime (https://ludeon.com/forums/index.php?action=profile;u=18982) to our development team!

Download:
(http://button.moddb.com/download/medium/75900.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-215)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?tab=1)
(as normal some of the mirrors are slow.)

Arm yourself and Defend the Colony!

Good :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: mrofa on October 15, 2014, 01:15:20 PM
Gratz guys :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: MelanisticAlbino on October 15, 2014, 01:40:29 PM
HOLY FUCKING SHIT IT FINALLY HAPPENED YEEEEES!

Tack så mycket Evul!

(Thanks a lot Evul)




Now I only need realistic weapons and superior crafting...
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 15, 2014, 02:41:58 PM
Tack s� mycket Evul!

(Thanks a lot Evul)

No probs ^^
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 15, 2014, 02:46:54 PM
Known Issue: 0000315 (http://dev.evul.nu/mantis/view.php?id=315): Mauser C96 is named M2 Browning
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Minato on October 15, 2014, 02:48:33 PM
Nice :D
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Kolljak on October 15, 2014, 04:58:36 PM
( ͡-- ͜ʖ ͡--) much death will happen ( ͡-- ͜ʖ ͡--)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Felime on October 15, 2014, 05:19:21 PM
Gonna recommend everyone pass on the equipment rack download, I think Evul uploaded the wrong file, and it fiddles around with pawndefs which can conflict with other mods.
Should be fixed.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 15, 2014, 05:54:23 PM
(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

Gonna recommend everyone pass on the equipment rack download, I think Evul uploaded the wrong file, and it fiddles around with pawndefs which can conflict with other mods.
Should be fixed.
It is fixed now... lol

On a another note O.O
We are on 90 on the top 100 popularity list on ModDB. (and RimWorld are on 41.)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Xentor on October 15, 2014, 10:52:41 PM
The Mod is nice, but it has one giant problem. (Not the mod special, more a general problem)
The Weaponsrack, is in default all weapons unmarked.
What means, when you build one, you must click eatch weapon (in the storing menu of eatch rack) that the colonists use them.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Felime on October 15, 2014, 11:13:19 PM
The default starts with them checked. If you prefer that, then just don't install the rack mod and it's not a problem at all. Alpha 8 appears to have checkall/checknone functionality for racks, so this won't be an issue in a few weeks.

The rack mod is basically there so you can chose specific weapons to put in your armory, and put the ones you don't want in a heap to sell off.
With the mod, you don't check every weapon, you check a single weapon you have in a stockpile and want in your armory.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 16, 2014, 01:45:10 AM
Currently we have no good way of handeling it I'm afraid.
But I prefer the uncheched version, cause I rarely have weapon in stock. And if I have that it's the same weapon and I use it for decoration.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Kolljak on October 16, 2014, 04:49:28 AM
Its pure lazyness i just select what guns i want to go in each rach anyways usualy got assault rifle gernades and rpg's + miniguns anyways. ... someone complaining about clicking... in a video game.. Whats this world coming to evul.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 16, 2014, 05:45:37 AM
Haha I made the mod to avoid klicking like a maniac xD
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 17, 2014, 05:23:02 PM
Please let me know if you find anything enoying or if you find a bug :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: TheSilencedScream on October 17, 2014, 05:40:02 PM
Love the variety of guns! Would like to see the G36, but there's already two very similar looking models, so I'm happy. :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Dragoon on October 17, 2014, 05:42:09 PM
Love playing this mod ( I cant wait for whatever new weapons your working on) Can I request a few weapons (unless your plates already full I've seen your team working some other mods that aren't yet finished)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 17, 2014, 05:53:24 PM
Love the variety of guns! Would like to see the G36, but there's already two very similar looking models, so I'm happy. :)

I can add the G36 (http://dev.evul.nu/mantis/view.php?id=316) to the list of weapons that should be made. :)

Love playing this mod ( I cant wait for whatever new weapons your working on) Can I request a few weapons (unless your plates already full I've seen your team working some other mods that aren't yet finished)

Go nuts :P
Here is our to do list (http://dev.evul.nu/mantis/search.php?project_id=1&search=New%20Weapon&sticky_issues=on&fixed_in_version=-2&sortby=last_updated&dir=DESC&hide_status_id=-2&match_type=0)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 17, 2014, 08:38:07 PM
Just added Viperlol's textures of the DL-44 Blaster (http://dev.evul.nu/mantis/view.php?id=211), DH-17 Blaster (http://dev.evul.nu/mantis/view.php?id=210) Pistol and the EE-3 Carbine Rifle (http://dev.evul.nu/mantis/view.php?id=209).
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Dragoon on October 18, 2014, 06:13:51 AM
cool I was hoping you could add in the Halo plasma/brute plasma rifle as well as the storm rifle
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: sidfu on October 18, 2014, 06:30:23 AM
is this already set up to work with TTM or we need to waiy for him to patch?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Felime on October 18, 2014, 11:25:57 AM
is this already set up to work with TTM or we need to waiy for him to patch?

It works, but I do not believe it's craftable or anything.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 18, 2014, 01:30:46 PM
If the crafting system is untuched weapons from PA should wrok with the crafting system cause the thingDef is the same.

Theoretically
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: SundayTuesday on October 18, 2014, 10:18:07 PM
(http://img3.redwolfairsoft.com/upload/product/img/GUNT0362-1L.jpg)

British L85 - The L85 rifle variant of the SA80 family has been the standard issue service rifle of the British Armed Forces since 1987, replacing the L1A1 variant of the FN FAL. The improved L85A2 remains in service today. The remainder of the family comprises the L86 Light Support Weapon, the short-barrelled L22 carbine and the L98 Cadet rifle.

Aaaand another

(http://fc02.deviantart.net/fs70/f/2013/103/9/f/m39_emr_by_turok_sonofstone-d61mnr3.jpg)

M39 EMR - The M39 Enhanced Marksman Rifle (EMR, NSN 1005-01-553-5196; more formally the Rifle, 7.62 MM, M39 Enhanced Marksman Rifle (EMR)) is a semi-automatic, gas-operated designated marksman rifle chambered for the 7.62x51mm NATO cartridge. It is a modified and accurized version of the M14 rifle used by the United States Military. It is based on the current United States Marine Corps Designated Marksman Rifle (DMR), which it replaced.

Hope they're possible! Would love to see these in the game! :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Felime on October 19, 2014, 12:13:39 AM
You're in luck. All you need to so is install the mod, those two are already included.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: JonoRig on October 19, 2014, 07:07:06 AM
Pretty sure the l85 is already in this; as is one of the M14 variants, although the EMR's are quite nice
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 19, 2014, 07:14:25 AM
Well there are like millions of variants of the same weapons. :)

I have added the L85A1 version of the weapon.

and i am pity sure that the M14 EBR are a variant of the M14. They look similar :)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: SundayTuesday on October 19, 2014, 09:00:45 AM
Ahhh, Right. Alrighty, Thank ya for tellin' me! I'll try to find...unique weapons that no one really knows of to suggest :P And before I suggest again, I'll look through all the weapons that are currently in the game
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: NoImageAvailable on October 19, 2014, 09:12:48 AM
Can you add an AK-74M? I mean you already have half the artwork done and who wants his colonists to look like some ragtag rebels anyway? :D
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: SundayTuesday on October 19, 2014, 09:19:28 AM
QBZ-95 - The QBZ-95 is a bullpup style assault rifle manufactured by Arsenal 266, part of Norinco and Arsenal 296, under Jianshe Corp, China South for the People's Liberation Army, the armed forces of the People's Republic of China, Chinese People's Armed Police (para-military police), and Chinese law enforcement. This weapon uses a newly developed ammunition type of Chinese origin, the 5.8x42mm DBP87 :)
(http://bf4central.com/wp-content/uploads/2013/08/battlefield-4-qbz-95-reallife.jpg)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 19, 2014, 04:30:50 PM
I will add all the weapons listed above to the task list. :)
Cause variants are cool. :)

And last:
Is this little weapon correctly made? :)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: NoImageAvailable on October 19, 2014, 04:43:32 PM
Sorry, completely forgot to add an image.

(http://world.guns.ru/userfiles/images/assault/as02/ak74m_91.jpg)

The AK-74 is the successor to the AK-47. Main differences are the smaller 5.45x39mm ammo, the muzzle brake and two oval cut-outs in the stock for weight reduction. The AK-74M is a variation adopted in the early 90's and the current standard rifle used by the Russian military, main differences being a side-folding stock and a side rail for mounting scopes, as well as the black colour. In terms of sprites it is essentially a recolored 47 with a less curved magazine, muzzle brake and the cut-outs in the stock. Muzzle brake and magazine are the same as the already included AKS-74U, which is a shortened version of the regular AK-74.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: SundayTuesday on October 19, 2014, 05:20:16 PM
Thanks! Hope you dont mind, but I'm prob gonna be suggesting a LOOOOT :D
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: SundayTuesday on October 19, 2014, 05:27:01 PM
(And on that note!)

FN 303 - The FN 303 uses compressed air to fire projectiles from a 15-round drum magazine. It is designed to incapacitate the target through blunt trauma without causing critical injuries, and is most widely used for riot control and other kinds of combat where lethal weapons should be avoided.

(http://www.imfdb.org/images/thumb/e/e6/FN303.jpg/500px-FN303.jpg)

Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Dragoon on October 20, 2014, 09:21:06 AM
not sure I included pictures XD (everyone else was doing it)
(http://img2.wikia.nocookie.net/__cb20100507201637/halo/images/thumb/b/b6/BPR_Study.jpg/1024px-BPR_Study.jpg)

(http://i.imgur.com/wgdnc.png)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Morrigi on October 20, 2014, 09:53:56 AM
(And on that note!)

FN 303 - The FN 303 uses compressed air to fire projectiles from a 15-round drum magazine. It is designed to incapacitate the target through blunt trauma without causing critical injuries, and is most widely used for riot control and other kinds of combat where lethal weapons should be avoided.

-snip to avoid imagespam-
I didn't even know this was a thing, but I want it.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Felime on October 21, 2014, 03:17:01 PM
Got my DLL making up and running. First thing was to add itty bitty secondary explosions to the bolt weapons. Should be in the next version. Thanks to Skullywag for letting me use a little of his code, and mrofa because Extendedbullet had the examples that finally helped me figure out how to add more possible defs.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 23, 2014, 12:36:36 AM
Later today i will make sure all the weapons requested get a a place on our bugtracker so we dont forget them. :)
Haven't had time to add them yet. :)

Work on the next release is already on the way and here is the current changelog for the current build:

Code: [Select]
(RimWorld) Project Armory - 2.16 (Not Yet Released) [ View Issues ]
===================================================
- [ADDED] New weapon: [Star Wars] DH17 Blaster
- [ADDED] New Weapon: [Star Wars] DL44 Blaster
- [ADDED] New Weapon: [Star Wars] EE-3 Carbine Rifle
- [CHANGE] Bolter and Bolt Pistol secondary explosions added. Stat tweaks.
- [CHANGE] Range is to short FAMAS-G2
- [CHANGE] Range is to long SA.58 Tactical
- [FIXED] Vanilla weapons was deactivated and the Pistol missed its texture
- [FIXED] Mauser C96 is named M2 Browning
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 23, 2014, 04:57:55 PM
Just added all the requested weapon to our bugtracker :)

http://dev.evul.nu/mantis/view.php?id=327
http://dev.evul.nu/mantis/view.php?id=326
http://dev.evul.nu/mantis/view.php?id=325
http://dev.evul.nu/mantis/view.php?id=324
http://dev.evul.nu/mantis/view.php?id=323

One weapon i did not know what it comes from is this one:
(http://i.imgur.com/wgdnc.png)

The other one requested from Dragoon was from halo what i can understand from the link.

Edit:
found it.
http://dev.evul.nu/mantis/view.php?id=328
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Dragoon on October 23, 2014, 05:52:33 PM
yay!
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: TrashMan on October 24, 2014, 07:54:23 AM
How about this?

(http://www.thefirearmblog.com/blog/wp-content/uploads/2013/05/DSC059001-660x494.jpg)

VHS2 - the newest croatian assault rifle.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: SundayTuesday on October 24, 2014, 10:17:50 PM
How about this?

(http://www.thefirearmblog.com/blog/wp-content/uploads/2013/05/DSC059001-660x494.jpg)



VHS2 - the newest croatian assault rifle.
This literally looks like a bulkier Famas
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Iwillbenicetou on October 25, 2014, 04:12:19 PM
You should have different weapon packs, as it saves time sifting through so many guns to delete a few...
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Felime on October 25, 2014, 05:35:09 PM
Have you tried the little weapons kit switcher utility that's in your Project armory folder? It's not perfect, but it does what we would do with kits with much less fuss than separate downloads. You can deactivate entire categories at once in there.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 25, 2014, 07:41:00 PM
You should have different weapon packs, as it saves time sifting through so many guns to delete a few...

As above. :)
The kit switcher should help you take away some.
A new kit switcher is on the way were you can save custom kits and share. :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Iwillbenicetou on October 25, 2014, 09:31:08 PM
Oh, just noticed it. Thanks. Hey, it's a lot better than nothing!
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Aristocat on October 30, 2014, 01:01:20 AM
Can I make compatible patch with Immersive weaponry?

Immersive weaponry add Force fire into burst weapons, increase accuracy of sniper weapons, significantly increase fire rate of weapons, and reduce damages so colonist no longer lose limb in single hit.

Also weapons reduce global speed and move speed, Neolithic weapon is generally weaker, Droid is more threatening.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on October 30, 2014, 07:43:51 AM
Go ahead :)
As long as you link the main mod. :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: TrashMan on October 30, 2014, 10:00:20 AM
How about this?

(http://www.thefirearmblog.com/blog/wp-content/uploads/2013/05/DSC059001-660x494.jpg)



VHS2 - the newest croatian assault rifle.
This literally looks like a bulkier Famas

Similar, yes. There are visual differences of course, and it is a far better rifle.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Felime on October 30, 2014, 10:14:55 AM
Can I make compatible patch with Immersive weaponry?

Immersive weaponry add Force fire into burst weapons, increase accuracy of sniper weapons, significantly increase fire rate of weapons, and reduce damages so colonist no longer lose limb in single hit.

Also weapons reduce global speed and move speed, Neolithic weapon is generally weaker, Droid is more threatening.

Make sure you keep track of what you change though, as there's a good chance we'll be going through a lot of things and tweaking the balance.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Aristocat on October 30, 2014, 10:54:36 AM
Can I make compatible patch with Immersive weaponry?

Immersive weaponry add Force fire into burst weapons, increase accuracy of sniper weapons, significantly increase fire rate of weapons, and reduce damages so colonist no longer lose limb in single hit.

Also weapons reduce global speed and move speed, Neolithic weapon is generally weaker, Droid is more threatening.

Make sure you keep track of what you change though, as there's a good chance we'll be going through a lot of things and tweaking the balance.


I'm not sure I can do this, there's just too many of them and I don't have much knowledge on guns or references,



Burst weapons should get high fire rate and low damage so it feels more like warfare, but no cheap death.

Weapon damages should under 20 so no single shot cause limb fly off(but has higher fire rate so it hit more reliably).

Shorten aim time of weapons and remove aim of some weapon.

Heavy weapons greatly slow down.

Increase accuracy of Sniper-type weapons(and reduce damage, increase fire rate by double to quintuple, add hit-chance-factor, which increase shooters accuracy not guns).

Nerf and Buff depend on technology, Neolithic should be weak, Droid(or, "futuristic") weapons should be stronger.

Add Force fire on every burst fire weapons so they no longer waste all of bullets into single target.

Not sure how to balance launcher and explosive weapons.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Felime on October 31, 2014, 10:53:07 AM
I meant more of a "For your own use" thing, to make it easier for you to adapt if you decide to redo based on what we change.

Of course, you're perfectly welcome to just snag textures as a base and cherry pick the weapons you like. If you've got questions, feel free to PM me or Evul or get me on skype/steam. (Same name for steam. "Felimes" should get me on Skype. I'm the one with the green cat-lime avatar there.)


As a general question to mod-users, let me know what feels overpowered, underpowered, etc... in the current version.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Felime on November 01, 2014, 01:14:13 AM
Just so you guys know we're still doing things, have this:

(http://i.imgur.com/tsbdSzS.png)

Also doing a lot of deciding on balance and tidying up the mess of weapons we have. Lots of consistency issues.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on November 01, 2014, 09:33:31 AM
I am also planing on going thro all the weapons. and fix accruasy damage, speed, warmup and cooldown.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Reysuke on November 01, 2014, 10:44:23 AM
I am also planing on going thro all the weapons. and fix accruasy damage, speed, warmup and cooldown.
Sounds like lots of "fun" going thro all of this. But thanks <3
This is a must have mod for me.
You guys are doing a freaking awesome job :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Iwillbenicetou on November 01, 2014, 07:13:47 PM
The kit selector does not work for me. Especially because I get an .exe file, and I'm on mac.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on November 01, 2014, 08:57:37 PM
The!
I gonna se if I can make it work on multiply os. I'm no expert on the that kind of thing :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Iwillbenicetou on November 01, 2014, 10:28:30 PM
I might be able to help, .zip, .rar don't work
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: NoImageAvailable on November 05, 2014, 07:31:33 AM
Requesting RPO-M, cause we need more launchers

(http://i.imgur.com/4nbE8CQ.jpg)

http://world.guns.ru/grenade/rus/rpo-m-shmel-m-e.html
Quote
The RPO-M rocket-propelled flame-thrower is a recent development by theKBP Instrument Design Bureau, and is an improved version of the well-known RPO-A weapon, which was developed by same organization. [...] The rocket consists of an solid-propellant engine, folding tail fins and a large thermobaric warhead, loaded with Fuel-Air Explosive. The blast effect of the RPO-M warhead is said to be comparable with that of the 155mm / 6" HE artillery shell.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Reysuke on November 06, 2014, 11:48:33 AM
Javelin? Javelin!
Freaking Long Range With perferct accuracy and good dmg but the rocket is slow and it slows you down because its so heavy.
Has a long aim and cd time because in rl you have to stay on the target to hit.
Would be useful against sieges and crashed ship
(http://upload.wikimedia.org/wikipedia/commons/thumb/7/79/FGM-148_Javelin_-_ID_DM-SD-04-07566.JPEG/480px-FGM-148_Javelin_-_ID_DM-SD-04-07566.JPEG)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on November 06, 2014, 11:52:43 AM
Thatis an interesting thing... :P will add it to the tracker. Same goes for the other suggestions mentions above :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: NoImageAvailable on November 06, 2014, 02:00:31 PM
Evul, do you or the other team members have any particular expertise regarding contemporary weaponry? Just asking so I know if in requests I should explain stuff like RPO uses thermobaric warheads = it sets stuff on fire.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on November 06, 2014, 08:14:11 PM
Evul, do you or the other team members have any particular expertise regarding contemporary weaponry? Just asking so I know if in requests I should explain stuff like RPO uses thermobaric warheads = it sets stuff on fire.

Well i sometimes look on weapon tech videos and play the ArmA games if thats enoth :P
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: kenj2 on November 07, 2014, 11:10:21 PM
Great mod! Just a suggestion:
Can you add sub-categories for the types of weapons (Pistols, Assualt Rifles, Melee, etc.) under the weapons category to easily allow and disallow weapon storing of the same type?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: VStraken on November 08, 2014, 02:48:25 AM
If you're still taking requests, may I ask for the AN-94 "Abakan"?

http://en.wikipedia.org/wiki/AN-94

Just one of my favorite guns ever since I encountered it in the STALKER series of games. It's unique as well - it's designed with a 2-round burst function that supposedly fires the bullets so fast that they would hit in just about the same place.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: NoImageAvailable on November 08, 2014, 03:58:01 AM
If you're still taking requests, may I ask for the AN-94 "Abakan"?

http://en.wikipedia.org/wiki/AN-94

Just one of my favorite guns ever since I encountered it in the STALKER series of games. It's unique as well - it's designed with a 2-round burst function that supposedly fires the bullets so fast that they would hit in just about the same place.

Minor nitpick: it doesn't fire the second bullet so fast, it actually has a special system that makes that makes the barrel go down as the recoil from the first shot pushes the gun up, which a skilled shooter can use to land both in the same spot.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Geroj on November 08, 2014, 08:57:11 AM
I am for that AN-94 and something lot more fun than javelin
RPO-A rocked propelled flamethrower http://world.guns.ru/grenade/rus/rpo-a-shmel-e.html
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: NoImageAvailable on November 08, 2014, 09:04:12 AM
I am for that AN-94 and something lot more fun than javelin
RPO-A rocked propelled flamethrower http://world.guns.ru/grenade/rus/rpo-a-shmel-e.html

Kinda pointless to have both RPO-A and RPO-M considering the M is just a slightly more accurate version of the A, isn't it?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Reysuke on November 08, 2014, 11:13:54 AM
A Single Use Rocket Launcher which burns everything is more fun than a FMG Javelin? :o
I dont like the incendiary effect. In RL sure its Strong but Fire in Rimworld ist just so weak and rly doesnt do anything.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Aristocat on November 09, 2014, 08:05:05 AM
Some weapon seems use difference projectile(Lebmen M1907? or so 1911? use winchester), also bolter size is TOO SMALL.

Also all sci-fi weapons should price near 450~700, maybe 350 for pistols. I think they are too common and weak which is nonsense.

Immersive weaponry is compatible by the way, should I link my thread to this?

Edit : E11 blaster also seems too small, and some other weapons
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Goo Poni on November 09, 2014, 10:12:42 AM
Okay, so how might one be able to start their own overhaul of all the guns in this mod? I want to make weapons more accurate so that it's less of a crapshoot whether 0 shooting skill or 20 shooting skill. I want to remove pointless repeats of weapons because it feels like variety to the point of bloat. Two Walther PPKs, two vz.58s, two Barrett .50 cals, two fowlers, VSS/AS Val, there's likely a couple others. I want to rebalance weapons that I don't think should be firing in bursts. Mossberg 500, Saiga 12, M14/EBR, to name a few. I want to trim the scifi weapons entirely because they're out of whack and they come from all different universes, no more raiders with plasma sniper rifles shooting streams of energy. Y'know, a Bolter is a typical weapon in W40k but it's a seriously heavy duty assault rifle casually firing 20mm rounds that your average human can't even wield properly. But here, it's about as destructive as a Lee Enfield. And I want to get rid of cooldown and balance from there. Also playing in TTM instead of the standalone.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on November 09, 2014, 07:47:58 PM
Great mod! Just a suggestion:
Can you add sub-categories for the types of weapons (Pistols, Assualt Rifles, Melee, etc.) under the weapons category to easily allow and disallow weapon storing of the same type?

That is something we will defensively take a look at. Been thinking about it allot. :)

If you're still taking requests, may I ask for the AN-94 "Abakan"?

http://en.wikipedia.org/wiki/AN-94

Just one of my favorite guns ever since I encountered it in the STALKER series of games. It's unique as well - it's designed with a 2-round burst function that supposedly fires the bullets so fast that they would hit in just about the same place.

I can add it to our task. :)

I am for that AN-94 and something lot more fun than javelin
RPO-A rocked propelled flamethrower http://world.guns.ru/grenade/rus/rpo-a-shmel-e.html

Kinda pointless to have both RPO-A and RPO-M considering the M is just a slightly more accurate version of the A, isn't it?

We can make a bullet that do both with a explosion and fire effect making burn damage but don't make the incendiary effect. So we can experiment with them.

Some weapon seems use difference projectile(Lebmen M1907? or so 1911? use winchester), also bolter size is TOO SMALL.

Also all sci-fi weapons should price near 450~700, maybe 350 for pistols. I think they are too common and weak which is nonsense.

Immersive weaponry is compatible by the way, should I link my thread to this?

Edit : E11 blaster also seems too small, and some other weapons

Well weapon scale isn't the easiest thing to handle. We go for the vanilla. Size and compromise them whiteout making them fat.

The vanilla weapons them self have wrong to scale wise to.
So we will not change the scale of them. Until the weapons of the vanilla game changes scaling. We can of cause change some smaller things when it comes to how they look but not the scaling.

Okay, so how might one be able to start their own overhaul of all the guns in this mod? I want to make weapons more accurate so that it's less of a crapshoot whether 0 shooting skill or 20 shooting skill. I want to remove pointless repeats of weapons because it feels like variety to the point of bloat. Two Walther PPKs, two vz.58s, two Barrett .50 cals, two fowlers, VSS/AS Val, there's likely a couple others. I want to rebalance weapons that I don't think should be firing in bursts. Mossberg 500, Saiga 12, M14/EBR, to name a few. I want to trim the scifi weapons entirely because they're out of whack and they come from all different universes, no more raiders with plasma sniper rifles shooting streams of energy. Y'know, a Bolter is a typical weapon in W40k but it's a seriously heavy duty assault rifle casually firing 20mm rounds that your average human can't even wield properly. But here, it's about as destructive as a Lee Enfield. And I want to get rid of cooldown and balance from there. Also playing in TTM instead of the standalone.

You just download it and start making changes. If you need help PM me and i'll walk you throe the code. Ill post the code down here with comments so you get started. You can easily modify the mod with notepad or notepad++ (http://notepad-plus-plus.org/). :)

NOTE: You are fully free to make any changes and publish your own modmod of this mod as long as you link the original mod post.

E-11 Blaster:
Code: [Select]
<ThingDef ParentName="BaseBullet">
<defName>Bullet_E-11BlasterC</defName>
<label>Laser</label>
<graphicPathSingle>Things/Projectile/Bullet_Laser</graphicPathSingle>
<projectile>
<damageDef>Bullet</damageDef>
<DamageAmountBase>11</DamageAmountBase>  <!--  WEAPON DAMAGE -->
<Speed>75</Speed>  <!--  BULLET SPEED -->
</projectile>
</ThingDef>

<ThingDef ParentName="BaseHumanGun">
<defName>Gun_E-11Blaster_wea</defName>
<label>E-11 Blaster</label>
<description> The BlasTech E-11 blaster rifle was a blaster rifle used during the time of the Galactic Republic, and manufactured by BlasTech Industries during the Galactic Civil War. It was the standard blaster rifle of the Imperial stormtroopers.</description>
<graphicPathSingle>Things/Item/PAEquipment/Gun_E-11Blaster</graphicPathSingle>
<soundInteract>InteractChargeRifle</soundInteract>
<tradersCarry>True</tradersCarry>
<baseMarketValue>90</baseMarketValue>  <!--  WEAPON PRICE -->
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<cooldownTicks>40</cooldownTicks>  <!--  LOAD TIME AFTER THE SHOT IS FIRED (60 tick = 1 second) -->
<hasStandardCommand>true</hasStandardCommand>
<projectileDef>Bullet_E-11BlasterC</projectileDef>
<warmupTicks>80</warmupTicks>  <!--  TIME BEFORE THE WEAPON FIRES. (60 tick = 1 second) -->
<range>28</range> <!--  WEAPON RANGE -->
<accuracyTouch>0.96</accuracyTouch>
<accuracyShort>0.87</accuracyShort>
<accuracyMedium>0.77</accuracyMedium>
<accuracyLong>0.64</accuracyLong>
<fireSound>ShotChargeRifle</fireSound>
</li>
</verbs>

</ThingDef>
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on November 09, 2014, 08:36:10 PM
I have been experimenting a little bit with categories and here is the first example. I added Assault Rifles and trow the AK-47 in to it. :)

(http://dev.evul.nu/rimworld/ProjectArmory/gfx/screenshots/CategoryExsamples34673.png)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on November 09, 2014, 08:52:55 PM
Made a bunch of categories and added some weapons to them.

(http://dev.evul.nu/rimworld/ProjectArmory/gfx/screenshots/CategoryExsamples34634.png)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Goo Poni on November 10, 2014, 12:17:04 AM

You just download it and start making changes. If you need help PM me and i'll walk you throe the code. Ill post the code down here with comments so you get started. You can easily modify the mod with notepad or notepad++ (http://notepad-plus-plus.org/). :)

NOTE: You are fully free to make any changes and publish your own modmod of this mod as long as you link the original mod post.
Mainly I wanted to know what the accuracy modifiers meant and if they could go above 1.0/100% and how to shed several workbenches at once. For brevity's sake, I'd like to shed a lot of weapons and make the ones left more meaningful. Instead of a choice of like 10 different assault rifles, two or three with different traits.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Nopkar on November 10, 2014, 04:25:20 AM
Made a bunch of categories and added some weapons to them.

(http://dev.evul.nu/rimworld/ProjectArmory/gfx/screenshots/CategoryExsamples34634.png)

mind-meltingly useful! love it! I really appreciate the effort you and your team puts into this, you guys are awesome! I've made one or two little additions myself and its tedious at best so to have all of these fine guns all laid out, its wonderful!

and question, is there any way to remove weapons from lists that NPC's use? like someone else mentioned, weapons like the w40k bolter or SW E-11 blaster just don't belong in the hands of raiders or other factions.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Cat123 on November 10, 2014, 04:36:09 PM
Three questions:

1) Is there an excel sheet you can bundle with the mod to show the stats / tech progression? At the moment, many many of the modern weapons are better than their SF counterparts*. Did you do any balancing via weighting formula? I'm interested in this because the question of if you've done the math formula will save a lot of time making changes.

2) Do you mind another modder (i.e. me) ripping out the guts of your mod, removing a lot of the junk (i.e. 6 production tables is silly, you only need 4 - ballistic, energy, fire/plasma and "specials" - EMP, Stuns etc; the tech tree can unlock new crafts) and a lot of the guff (i.e. Rimworld = future, no need for Earth weapons and SF tributes such as Bolters, Alien Marines weapons etc)? Bottom line is that I'm going to do it anyhow, but I'll give credit ;)

3) The recent split into <CLASSES> / categories actually has a lot of merit, and could be very useful. Do you mind this being ripped with credit?


Basically, I find this mod both genius and gob-smackingly stupid. Mind if I rip out the genius bits and remove the stupid stuff?



You just download it and start making changes. If you need help PM me and i'll walk you throe the code. Ill post the code down here with comments so you get started. You can easily modify the mod with notepad or notepad++ (http://notepad-plus-plus.org/). :)

NOTE: You are fully free to make any changes and publish your own modmod of this mod as long as you link the original mod post.

What I have in mind is rather different, but I'm happy to give credit for the structural stuff I'm ripping. Most (90%) of the content is useless to me (and - 100% can never be used in the main game, due to copyright issues), but the XML structure / balance formula (if they exist) are worth a lot of respect.


So?


*I'm assuming here that this mod also adds the SF weapons table + tech. This might not be the case, so apologies if that's a X-mod meld.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Nopkar on November 10, 2014, 08:42:05 PM
-snip

I don't think 'stupid' was the right word...but I agree with some points. I don't care for the scifi tributes in particular. But from Evul's point of view its easier to add it and be safe than have everyone clamoring for that *one* gun they want. Modifying what weapons are in is easy enough, just find the file with all the guns in it and delete the ones you don't want.

I imagine an install launcher with a few setup options wouldn't be too superfluous, or maybe a select few content packs like 'World War Pack' 'Modern Firearms' 'Weapons of the Future' etc etc, and you pick and choose what to download?

Meh, it all puts more work on Evul and the people working with him.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: NoImageAvailable on November 11, 2014, 03:07:15 AM
I imagine an install launcher with a few setup options wouldn't be too superfluous, or maybe a select few content packs like 'World War Pack' 'Modern Firearms' 'Weapons of the Future' etc etc, and you pick and choose what to download?

You guys realize there is a kit switcher included that does exactly that, right?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: ToXeye on November 11, 2014, 04:06:07 AM
Rename Lasgun to Flashlight and lower the stats. Joking.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: SundayTuesday on November 11, 2014, 03:00:57 PM
I imagine an install launcher with a few setup options wouldn't be too superfluous, or maybe a select few content packs like 'World War Pack' 'Modern Firearms' 'Weapons of the Future' etc etc, and you pick and choose what to download?

You guys realize there is a kit switcher included that does exactly that, right?
Ikr. Go into mods folder, find project armory and open the folder, and you'll see "Weapons Kit Switcher"...
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on November 13, 2014, 01:14:57 AM

You just download it and start making changes. If you need help PM me and i'll walk you throe the code. Ill post the code down here with comments so you get started. You can easily modify the mod with notepad or notepad++ (http://notepad-plus-plus.org/). :)

NOTE: You are fully free to make any changes and publish your own modmod of this mod as long as you link the original mod post.
Mainly I wanted to know what the accuracy modifiers meant and if they could go above 1.0/100% and how to shed several workbenches at once. For brevity's sake, I'd like to shed a lot of weapons and make the ones left more meaningful. Instead of a choice of like 10 different assault rifles, two or three with different traits.

The accuracy system work like this:
accuracy: accuracyTouch, accuracyShort, accuracyMedium, accuracyLong
range: 4, 15, 30, 50

As i understand from Ty's description:

A weapon with 100 range (for easy reference and calculation)
whould have accuracyTouch up to 4 squres and accuracyShort 15 etc.

A weapon with 40 range whould have accuracyTouch 1,6 accuracyShort 6 accuracyMedium 12 accuracyLong 20.

The accuracy it self cant have more then 100% aka 1.0

Here is the old conversion tab Ty used when first introduced the accruasy system:

Code: [Select]
* --------------------------------------------------------
 * range 4 15 30 50
 * --------------------------------------------------------

old_accuracy
1 79% 42% 18% 6%
2 85% 55% 30% 13%
3 89% 64% 41% 22%
4 91% 71% 50% 32%
5 93% 77% 59% 42%
6 95% 83% 68% 53%
7 96% 87% 77% 64%
8 98% 92% 85% 76%
9 99% 96% 92% 88%
10 100% 100% 100% 100%

More then you wanted to know but good knowledge :P


and question, is there any way to remove weapons from lists that NPC's use? like someone else mentioned, weapons like the w40k bolter or SW E-11 blaster just don't belong in the hands of raiders or other factions.

Yes, open xml file and remove the weapon tag "Gun". No raiders will spawn with the weapon after that. :)

Code: [Select]
<ThingDef Name="BaseHumanGun" ParentName="BaseGun" Abstract="True">
<weaponTags>
<li>Gun</li>
</weaponTags>
</ThingDef>



1) Is there an excel sheet you can bundle with the mod to show the stats / tech progression? At the moment, many many of the modern weapons are better than their SF counterparts*. Did you do any balancing via weighting formula? I'm interested in this because the question of if you've done the math formula will save a lot of time making changes.

We use a excel file for bullet damage and speed With different kind of ammunition parameter (MG DMG/Speed, AS-Rifle DMG/Speed, S-Rifle DMG/Speed, Rifle DMG/Speed, SMG DMG/Speed, Pistol DMG/Speed.). This makes the damage the same on pretty much every weapon cause we follow the vanilla weapons damage patterns. The Sci fie weapons may some times suck man that is for balancing reasons and they follow the vanilla damage pattern. Many of the balancing of the weapons are made by changing amount of bullets fired accuracy and warmup and cooldown time.

We had one form with all accuracy, speed etc. before with all stats but it was poorly updated. (Will probably make one again. Cause we need one)



2)Do you mind another modder (i.e. me) ripping out the guts of your mod, removing a lot of the junk (i.e. 6 production tables is silly, you only need 4 - ballistic, energy, fire/plasma and "specials" - EMP, Stuns etc; the tech tree can unlock new crafts) and a lot of the guff (i.e. Rimworld = future, no need for Earth weapons and SF tributes such as Bolters, Alien Marines weapons etc)? Bottom line is that I'm going to do it anyhow, but I'll give credit ;)

3) The recent split into <CLASSES> / categories actually has a lot of merit, and could be very useful. Do you mind this being ripped with credit?

Basically, I find this mod both genius and gob-smackingly stupid. Mind if I rip out the genius bits and remove the stupid stuff?

What I have in mind is rather different, but I'm happy to give credit for the structural stuff I'm ripping. Most (90%) of the content is useless to me (and - 100% can never be used in the main game, due to copyright issues), but the XML structure / balance formula (if they exist) are worth a lot of respect. [/quote]

As mentioned be for you are allowed to use any kind of stuff from the mod as you wish as soon as you have credit and link to the main mod.

"User License:
All weapons texture and code may be altered to the users liking to fit the world the user wants to create. You may add or remove weapons of your downloaded Project Armory Pack to further more customize your world. You are also allowed to publish Project Armory weapons in your own modpack or mod. The only thing we ask for is that you link to our forum page so people that like the weapons can download more of them."

The project only adds vanilla class guns and stuff related to armory.

We also have a kit switcher located in the mod directory that disables and activates weapons you don't what. Hopefully soon we have a new version making it possible to have kits.


*I'm assuming here that this mod also adds the SF weapons table + tech. This might not be the case, so apologies if that's a X-mod meld.

We don't add any anything particulate except the guns. Every conversion and mod that is based around guns of this mod is made by other mod creators.


Modifying what weapons are in is easy enough, just find the file with all the guns in it and delete the ones you don't want.

We have made a tool for that. So you don't have to delete stuff its in the mod directory. :P



I imagine an install launcher with a few setup options wouldn't be too superfluous, or maybe a select few content packs like 'World War Pack' 'Modern Firearms' 'Weapons of the Future' etc etc, and you pick and choose what to download?

Meh, it all puts more work on Evul and the people working with him.

We will update the kit switcher to deal with this problem later on description 3 quotes above. :)



Ikr. Go into mods folder, find project armory and open the folder, and you'll see "Weapons Kit Switcher"...
You guys realize there is a kit switcher included that does exactly that, right?

And that 2 posts also tells about the kit switcher. :P
(SELF NOTE: I think i need to add more information about the program so peple dont misst it.)



Rename Lasgun to Flashlight and lower the stats. Joking.

Already done ;)



mind-meltingly useful! love it! I really appreciate the effort you and your team puts into this, you guys are awesome! I've made one or two little additions myself and its tedious at best so to have all of these fine guns all laid out, its wonderful!

Indeed here is also the finished update of the categories: :D

Hers a picture! :D

(http://dev.evul.nu/rimworld/ProjectArmory/gfx/screenshots/CategoryExsamples34677.png)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Nopkar on November 13, 2014, 07:11:12 AM
found the disconnect between us asking for a way to remove guns and this 'kit switcher' you guys keep talking about.

TTM does not provide this in the download ^.^ Easy enough to solve, just download this PA and copy the kit switcher to the TTM-Project Armory folder and boom, you have the ability to remove any weapon you want from the game. :P
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on November 13, 2014, 07:16:15 AM
Or this picture :D
(http://dev.evul.nu/rimworld/ProjectArmory/gfx/screenshots/FolderExsamples73553.png)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Nopkar on November 13, 2014, 12:20:50 PM
Posting for clarity-

This is what TTM downloads, fresh download only a few minutes go, proof with timestamps
(http://i.imgur.com/s29ab5S.jpg)

This is what I did to fix it:P
(http://i.imgur.com/vxGbgUQ.jpg)


So far its working in game and everything. again, just wanting to be clear on what I was saying...if you download TTM and want to modify what guns are included in-game with Project Armory and TTM, you can make it easy with that kit switcher which is found within the actual project armory download
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Cat123 on November 13, 2014, 05:00:58 PM
We use a excel file for bullet damage and speed With different kind of ammunition parameter (MG DMG/Speed, AS-Rifle DMG/Speed, S-Rifle DMG/Speed, Rifle DMG/Speed, SMG DMG/Speed, Pistol DMG/Speed.). This makes the damage the same on pretty much every weapon cause we follow the vanilla weapons damage patterns. The Sci fie weapons may some times suck man that is for balancing reasons and they follow the vanilla damage pattern. Many of the balancing of the weapons are made by changing amount of bullets fired accuracy and warmup and cooldown time.

We had one form with all accuracy, speed etc. before with all stats but it was poorly updated. (Will probably make one again. Cause we need one)

Could you either post it, or better yet, bundle it with your mod please? And does it contain the vanilla data as well?

Due to the insanity that is both vanilla and this mod having numerous byzantine Earth weapons, it's very hard to tell which ones are from the mod and which ones are from the vanilla without poring over XML in notepad++. Can't do a diff either, as everyone is using different name conventions: whatever happened to merely adding to the same base file >.<

Oh - and "This makes the damage the same on pretty much every weapon cause we follow the vanilla weapons damage patterns.". I knew something was deeply wrong with both vanilla and this mod, thanks for making it 100% confirmed. There's no point to having <infinite> weapons if they're all functionally the same! Worse yet, there's no fucking point to having a tech progression (6+ workbenches!!) if prior tech levels do greater or equal damage. >.< (Note: I'm aware that <sniper> types have a hidden bonus due to instant kill head shots / chance for instant death on body shots).


Thanks for the response: the actual file would be great though. There's a 40K purging of the unclean about to happen regarding old Earth weapons (and Trademarked properties ;) )
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Nopkar on November 13, 2014, 11:50:36 PM
so many guns :( This would normally be a good thing but when you're trying to balance them it kinda sucks! Correcting some continuity errors (12.7x99 (.50BMG) with the Barrett's doing 42 damage but the M2 Browning which uses the same round doing only 15 or a sniper rifle doing more damage than another regular assault rifle using the same caliber.)

I want to go further and change the accuracy of the weapons in correlation with their length/function/recoil and the skill of the pawns. I want to put a heavy emphasis on skill, more so than it already is and the guns play a 'slightly' smaller role in the accuracy unless there is an aid (sniper rifles with scopes).

I will also be changing fire rates for certain weapons based on roles and their intended fire specs will correlate into changed accuracy values. Most of this work has been done but i'm tweaking it and testing for more intense fights.

Question: Do damage values of halves work or are they rounded? like 7.5 damage instead of 7 or 8?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on November 14, 2014, 07:39:38 AM
Could you either post it, or better yet, bundle it with your mod please? And does it contain the vanilla data as well?

Will see what i can do :) The document only contain damage and bullet speed noting else. We are currently updating it to the new format.

Due to the insanity that is both vanilla and this mod having numerous byzantine Earth weapons, it's very hard to tell which ones are from the mod and which ones are from the vanilla without poring over XML in notepad++. Can't do a diff either, as everyone is using different name conventions: whatever happened to merely adding to the same base file >.<

An easy way to tell it is just looking at them. the Mod textures (due to game mechanics) make them a little bit funky on far distances. Also the vanilla weapons are the following (http://rimworldwiki.com/wiki/Weapons)
We only change the texture on the Pistol and several names on already existing weapons.

Oh - and "This makes the damage the same on pretty much every weapon cause we follow the vanilla weapons damage patterns.". I knew something was deeply wrong with both vanilla and this mod, thanks for making it 100% confirmed. There's no point to having <infinite> weapons if they're all functionally the same! Worse yet, there's no fucking point to having a tech progression (6+ workbenches!!) if prior tech levels do greater or equal damage. >.< (Note: I'm aware that <sniper> types have a hidden bonus due to instant kill head shots / chance for instant death on body shots).

The snipers have high damage and body parts don't have that much health to protect against high damage. Other weapons like the UZI, PISTOL and M16 have less damage. That makes it possible for a pawn to withstand more hits. The M24 (vanilla sniper) does 40 damage. while the M16 do 7.


so many guns :( This would normally be a good thing but when you're trying to balance them it kinda sucks! Correcting some continuity errors (12.7x99 (.50BMG) with the Barrett's doing 42 damage but the M2 Browning which uses the same round doing only 15 or a sniper rifle doing more damage than another regular assault rifle using the same caliber.)

All the weapons follow the vanilla format. If the M2 Browning did the same damage as the Barrett all pawns fighting against that would prity much instant die.

12,7x99mm NATO
Machinegun:
DMG: 12 Speed: 50
Sniper Rifle:
DMG: 45 Speed: 90

Why the damage is different here is because:
1 - To simulate the snipers aiming and carefully picking a killing shot.
2 - Do make it even possible to get near a pawn with a M2 Browning.
3 - to have some kind of balance in the mod. In early version the damage on the caliber were exactly the same (40) on all 12,7x99mm NATO bullets which proved to be weary unbalanced.

But it exist sub mods changing the damage etc if you don't like the vanilla damages. :)

I want to go further and change the accuracy of the weapons in correlation with their length/function/recoil and the skill of the pawns. I want to put a heavy emphasis on skill, more so than it already is and the guns play a 'slightly' smaller role in the accuracy unless there is an aid (sniper rifles with scopes).

It is something we are currently looking at. The accuracy system it self uses a rather interesting mechanic. You are free to do any kind of changes on the weapon as you want. :)

Here is a description on how the accuracy system work:

Quote
As i understand from Ty's description:

A weapon with 100 range (for easy reference and calculation)
whould have accuracyTouch up to 4 squres and accuracyShort 15 etc.

A weapon with 40 range whould have accuracyTouch 1,6 accuracyShort 6 accuracyMedium 12 accuracyLong 20.

The accuracy it self cant have more then 100% aka 1.0

Here is the old conversion tab Ty used when first introduced the accuracy system:
Code: [Select]
* --------------------------------------------------------
 * range 4 15 30 50
 * --------------------------------------------------------

old_accuracy
1 79% 42% 18% 6%
2 85% 55% 30% 13%
3 89% 64% 41% 22%
4 91% 71% 50% 32%
5 93% 77% 59% 42%
6 95% 83% 68% 53%
7 96% 87% 77% 64%
8 98% 92% 85% 76%
9 99% 96% 92% 88%
10 100% 100% 100% 100%


I will also be changing fire rates for certain weapons based on roles and their intended fire specs will correlate into changed accuracy values. Most of this work has been done but i'm tweaking it and testing for more intense fights.

Also something we are looking at but will be priority after the accuracy and damage fix. ^^

Question: Do damage values of halves work or are they rounded? like 7.5 damage instead of 7 or 8?

From my understanding, yes it works. One of the vanilla weapon used a decimal earlier if I'm not mistaking. :)
But the decimal would not make that much of a effect. Cause health is calculated in each bodypart. For instance a human head have 30 health (The values can be found here "...\RimWorld583Win\Mods\Core\Defs\BodyPartDefsBodyParts.xml")
Title: New devbuild is released
Post by: Evul on November 16, 2014, 04:10:14 PM
(http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/Logo.png)
New devbuild is released

(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

New devbuild is released go to the tesbuild for more information.

Report bugs or things that need to be balanced on the devbuild on the testboard!

Go to the testboard here:

(http://dev.evul.nu/rimworld/ProjectArmory/banner-testboard.png) (https://ludeon.com/forums/index.php?topic=2908.msg75009#msg75009)    (http://dev.evul.nu/mantis/images/mantis_pa_logo.png) (http://dev.evul.nu/mantis)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Gypsypie on November 22, 2014, 11:49:43 PM
firstly, just wanted to say love the mod especially with TTM but I was wondering, do you guys have any plans to add Fallout weaponry to the mod?   ;D
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on November 22, 2014, 11:55:22 PM
Thank you and Yes :P
People have requested some :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Iwillbenicetou on November 23, 2014, 04:19:31 PM
Hey, Shinzy, can you make one of these:
(http://img3.wikia.nocookie.net/__cb20130705200518/future/images/d/db/US_Mech_Suit.png)

or these:

(http://hothardware.com/newsimages/Item29679/Call_of_Duty_Advanced_Warfare.jpg)

or these :P

(http://1.bp.blogspot.com/_idqOYwKjUkI/S7IqCZ8r8EI/AAAAAAAABcg/fwUFxxHpmvA/s1600/Apollo_suit_runner_by_Falarsimons.jpg)

Man this is almost an image spam :P

Posted this in Apparello, just wondering if you could make something like the first one.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Ded1 on November 23, 2014, 04:22:15 PM
Or how about warhammer 40k armor? Like the 3 main different types of space marine armor (scout, normal, terminator.  Then of course there are all the little variations).  Or even better, Assault Marine armor, Jumpjets and everything.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Iwillbenicetou on November 23, 2014, 04:54:21 PM
That would be cool. Definitely, like these:
Scout (sorry if these are wrong, haven't played in a while)

(http://img4.wikia.nocookie.net/__cb20130720000546/warhammer40k/images/a/af/UM_Scout_Sgt..png)

Normal

(http://img4.wikia.nocookie.net/__cb20130919061651/warhammer40k/images/c/cc/UM_Mk7powerarmor.jpg)

Terminator

(http://img1.wikia.nocookie.net/__cb20081118083341/warhammer40k/images/f/fe/Ultramarine_Terminator_Armor.png)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evelyn on November 23, 2014, 11:46:05 PM
Your first mistake was liking the ultramarines.

Your second mistake was also liking the ultramarines.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Ded1 on November 24, 2014, 01:07:32 AM
I play the tabletop game and use the Dark Angels: Deathwing.  So other than a few select units my army consists of terminators only.  I love it!
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Iwillbenicetou on November 24, 2014, 04:27:10 PM
Your first mistake was liking the ultramarines.

Your second mistake was also liking the ultramarines.

I'm confused... What mistake did I do?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Rikiki on November 24, 2014, 05:03:05 PM
Quote
I'm confused... What mistake did I do?
Evelyn is apparently an infiltrated Chaos Space Marine... ;D
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Goo Poni on November 24, 2014, 05:10:12 PM
This is a power armour thread now?

(http://img1.wikia.nocookie.net/__cb20131115183318/xcom/images/5/51/XCOM_EW_ParticleCannon_Firing.png)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Iwillbenicetou on November 24, 2014, 05:13:57 PM
Is that even a human?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evelyn on November 24, 2014, 05:52:56 PM
Appears to be a MEC soldier from X-COM: Enemy Within. So yes, Human, but heavily augmented.

I'm confused... What mistake did I do?

Liked the ultramarines.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Ded1 on November 24, 2014, 06:14:57 PM
Lol :D  To each his own. My buddies brother likes the Orcs and only plays them.  One of my buddies plays Imperial Guard and Tyranids (and has enough of each to run a full sized apocalypse battle, over 2million points each).  I personally don't like massive armies like that so i would never play them.

And no it did not turn into a discussion about power armor we just got off topic.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Viperlol on November 25, 2014, 04:56:52 AM
It would be pretty interesting to have Orks in rimworld. Possibly with grots as a "wild" animal going about the map and occasionally an Orkish raid event could occur... This is a decent idea, quick some one fetch someone who knows what the are doing!
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: JonoRig on November 25, 2014, 07:21:06 AM
I seem to be one of the few players from my local shop that like tau and necrons, but I didn't play for long before I moved to fantasy. But I think I like all of them, maybe not as playable armies, but on the whole each has something kinda cool in them.

I'd like to see some Tau weapondary, to keep this post to topic haha
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Goo Poni on November 25, 2014, 08:01:00 AM
Giving all my colonists pulse rifles would be kinda amusing because pulse rifles are basically marksman rifles by anyone else's standards.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Ded1 on November 25, 2014, 11:05:04 AM
The pulse rifles are their basic weapon, they still have longer range stuff.  But tbh there are a Lot of stuff from Warhammer 40k i would love to see in game.  I doubt he has time to make even 1/4 of stuff he has been asked to add even without counting 40k stuff so if anyone wants it in they should make it and give it to him.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Goo Poni on November 25, 2014, 11:49:49 AM
Pulse Rifles are their basic weapon but the lore makes them out to be as accurate as their wielders and their raw damage outmatches the firepower of the other factions' basic troop weapons. They then go on to make "Longshot" Pulse Rifles, made deadly at even greater ranges though only used by drones and then they have their actual sniper rifle, the Rail Rifle. That's about it for personnel weapons though, the rest of the Tau arsenal mount to vehicles.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Fifty Foot Ant on November 30, 2014, 11:01:07 PM
Just a question: why is it in the weapon spreadsheet, the M4I - A Pulse Rifle has a burst shot count of 3, but in the game, it's 12?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: The Scout on December 05, 2014, 12:32:53 AM
please add plasma weapons from warhammer 40,000 and maby a power sword
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evelyn on December 05, 2014, 01:57:49 AM
Probably a bad idea. Considering the godawful state of the las-gun, the plasma weapons would be pea-shooters and the power sword would be a baseball bat.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on December 05, 2014, 02:03:40 AM
I have a template for the plasma guns, also we are doing a overhaul of the damage system.

[Will awnser all the other above post later today]
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: The Scout on December 05, 2014, 01:01:40 PM
Probably a bad idea. Considering the godawful state of the las-gun, the plasma weapons would be pea-shooters and the power sword would be a baseball bat.
lol pea shooters they should be a instantkill and have a chance to explode when fired
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Ded1 on December 05, 2014, 02:22:16 PM
No the instakill would just be broken.  Can you imagine if a group of enemies came in and just started 1 hitting all your colonists?  5 guys could wipe out a colony.  Even with a great setup and stuff.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: SundayTuesday on December 05, 2014, 02:58:11 PM
Fallout Series Laser/plasma weaponry???????
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Iwillbenicetou on December 05, 2014, 06:00:00 PM
But the instakill would be so realistic. It would probably be worth a ton of wealth, so it would be fair.
Also 1,000th comment on this thread :P
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on December 09, 2014, 05:26:32 AM
But the instakill would be so realistic. It would probably be worth a ton of wealth, so it would be fair.
Also 1,000th comment on this thread :P

We will not add any instant kill weapons the sniper rifles are enough. :P

And I did the 1001st :P
Who will get the 1337??? :P
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Rikiki on December 09, 2014, 09:09:43 AM
Fallout Series Laser/plasma weaponry???????
Check the M&Co. Security enforcement mod (https://ludeon.com/forums/index.php?topic=6950.0), it contains guns inspired from Fallout 3/New Vegas game. 8)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on December 10, 2014, 01:24:31 PM
Stand by for alpha 8 ^^
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: SundayTuesday on December 10, 2014, 09:58:26 PM
standing by standing by standing by standing by standing by standing by standing by standing by standing by standing by aaaaaAAAAAAAAAAA PLS
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Ink. on December 11, 2014, 08:46:17 PM
Hi, 2 questions.

1. Is there any chance we'd ever see the Glock 17? Could honestly be the same as G18 except 17 being single shot.

2. Is there anyway I can just add simply the glock to my game and nothing more of the mod? The pistol of default RW is too generic for me personally and I'd like to throw a glock into the mix.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on December 11, 2014, 08:54:39 PM
Hi, 2 questions.

1. Is there any chance we'd ever see the Glock 17? Could honestly be the same as G18 except 17 being single shot.

2. Is there anyway I can just add simply the glock to my game and nothing more of the mod? The pistol of default RW is too generic for me personally and I'd like to throw a glock into the mix.

1 yes. It already exist it is a pistol replacement and is deactivated in the main building (forgot to activate it befour the release xD)

2 Yes. You can use the kit switcher and deactivate all the weapons exsept that or simply open the folder and remove all the weapons exsept that one.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: FuzzieMann on December 12, 2014, 05:23:24 AM
No rush, but just asking, if you could update it to Alpha 8? Great mod, by the way  :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on December 12, 2014, 05:35:42 AM
Yeah I'am about to. This update does only change the weapon some. :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Manly on December 12, 2014, 01:38:57 PM
Evul - I am so glad you are part of this community :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: MelanisticAlbino on December 12, 2014, 01:47:09 PM
I don't know what I would do without Evul. I've become to reliant on mods, I can barely play vanilla for more than a few hours after a new patch is released haha.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: SundayTuesday on December 12, 2014, 02:58:17 PM
PUMPED! Hey, when you update it to A8, should we expect new additions or nah?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on December 12, 2014, 04:14:01 PM
Thx for the support! :)
It is quite easy to see if we add something new via our bugtracker :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Patriota on December 14, 2014, 08:59:10 AM
We're waiting for update. Playing without BarettM82 didn't give so much fun.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Ra30R3 on December 14, 2014, 05:08:59 PM
We're waiting for update. Playing without BarettM82 didn't give so much fun.

W/o bolters and lasgans too
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Iwillbenicetou on December 14, 2014, 09:33:56 PM
2 Yes. You can use the kit switcher and deactivate all the weapons exsept that or simply open the folder and remove all the weapons exsept that one.

1. The kit switcher hasn't worked for me recently. (.exe + Mac = :'( )

2. Is that you in the photo, or a internet photo?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on December 15, 2014, 06:31:58 AM
The photo is me.

Working on the update today I hope I can get it to work 100% tonight.
Edit: I woo try to get the kit switcher multi os compatible but I can't do that on my own cause my programing skills is loo imited to modifying code not write it.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: elStrages on December 15, 2014, 06:56:08 AM
It is a nice BB gun you have :D
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Viperlol on December 15, 2014, 06:58:17 AM
I literally can not wait until your release the alpha 8 update, Evul.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on December 15, 2014, 07:03:43 AM
It is a nice BB gun you have :D

Indeed! It's a AEG MP5 with a tactical flashlight and adjustable stock.
On the same picture i have M4A1 with fixed stock on the back with 3 point sling and a Taurus automatic pistol in a side holster. I also have a tactical rig witch is a little bit hard to see on the picture.

In other words my entire airsoft equipment. -the glases

I literally can not wait until your release the alpha 8 update, Evul.

Will just grab a coffee and start converting it now. ^^
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: JonoRig on December 15, 2014, 07:39:14 AM
Sorry to go off topic, but you are the first person I have seen outside of airsoft forums that plays as well! I tried sneaking a little bit of airsoft as a hobby into my creative rewards character's background :P

Well, As I'm talking of airsoft, I'd like to list my RIF's to the wish list for being implemented into the game

Magpul Masada (ACR)
MP7
FN 5-7
Beretta PX4
USP.40

(i also have a Lee Enfield, m4 and SPAS, but they're already in ha)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15)
Post by: Evul on December 15, 2014, 07:55:39 AM
Sorry to go off topic, but you are the first person I have seen outside of airsoft forums that plays as well! I tried sneaking a little bit of airsoft as a hobby into my creative rewards character's background :P

Well, As I'm talking of airsoft, I'd like to list my RIF's to the wish list for being implemented into the game

Magpul Masada (ACR)
MP7
FN 5-7
Beretta PX4
USP.40

(i also have a Lee Enfield, m4 and SPAS, but they're already in ha)

Cool!
There is the entire gear (modified the pic to highlight the stuff):
(http://share.coldevil.com/misc/armory.jpg)



To get back to topic i have been fixing the category system now.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 2% (141215 1334))
Post by: JonoRig on December 15, 2014, 08:01:36 AM
(https://fbcdn-photos-f-a.akamaihd.net/hphotos-ak-ash2/v/t1.0-0/1000342_10152120757208852_1101182026_n.jpg?oh=281ac753368f94e81cb6e0d5c49b51c6&oe=550197AF&__gda__=1427269595_d5fe4d8286fc89eda2a9ac59d9a5b406)

This was a  couple years ago for me, the beard has now gone
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 2% (141215 1334))
Post by: Viperlol on December 15, 2014, 08:05:44 AM
Damn it sucks to live in Australia, I always wanted to get into airsoft but over here its illegal if its based, or looks like a real gun, in other words it has to look like nerf gun AND you need a license.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 2% (141215 1334))
Post by: Evul on December 15, 2014, 08:06:52 AM
Cool!
There are a lack of pictures on me in the field cause i never stand still. Also tend to be the hoster of the Event so i tend to be zombie. :P Cause i host Zombie Airsoft Events :P

Damn it sucks to live in Australia, I always wanted to get into airsoft but over here its illegal if its based, or looks like a real gun, in other words it has to look like nerf gun AND you need a license.

Ao that sucks...
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 2% (141215 1334))
Post by: LittleMikey on December 15, 2014, 08:18:36 AM
Quote
(Alpha 8 progress: 2%)

(http://biscadmission.files.wordpress.com/2013/07/give-it-to-me-gifbbzcz.gif)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 2% (141215 1334))
Post by: Evul on December 15, 2014, 10:27:38 AM
Quote
(Alpha 8 progress: 2%)

(http://biscadmission.files.wordpress.com/2013/07/give-it-to-me-gifbbzcz.gif)

Indeed ;)

I have also fixed up some of the project thread and fixed the project more streamlined as a side note. :P
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 2% (141215 1334))
Post by: Evul on December 15, 2014, 10:34:59 AM
As, almost, normal we provide this:
http://dev.evul.nu/mantis/view.php?id=332

Code: [Select]
NEW TAGS:
---------------------------------------
OLD:
    <storeCategories>
      <li>Weapons</li>
    </storeCategories>

NEW:
    <thingCategories>
      <li>WeaponsRanged</li>
    </thingCategories>

---------------------------------------
NEW:
    <smeltProducts>
      <Steel>10</Steel>
    </smeltProducts>

---------------------------------------
OLD:
<graphicPathSingle>

NEW:
<graphicPath>
<graphicClass>

---------------------------------------
OLD:
    <baseMarketValue>150</baseMarketValue>

NEW:
    <statBases>
      <MarketValue>150</MarketValue>
    </statBases>

---------------------------------------
OLD:
<cooldownTicks>

NEW:
<baseCooldownTicks>

---------------------------------------
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 4% (141215 1636))
Post by: MelanisticAlbino on December 15, 2014, 11:14:30 AM
OMG 4%!!! I'm just going to refresh the page until it reaches 100%.

Tack Evul.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 4% (141215 1636))
Post by: Evul on December 15, 2014, 11:17:11 AM
Haha thx, Well its a quite smal and enoying things we need to fix. :P

EXAMPLE OF OLD FILE:
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>


  <ThingDef Name="BaseGun" Abstract="True">
    <category>Item</category>
    <eType>Equipment</eType>
    <thingClass>Equipment</thingClass>
    <equipmentType>Primary</equipmentType>
    <pathCost>10</pathCost>
    <useStandardHealth>True</useStandardHealth>
    <selectable>True</selectable>
    <onGroundRandomRotateAngle>35</onGroundRandomRotateAngle>
    <statBases>
      <MaxHealth>100</MaxHealth>
      <Flammability>1.0</Flammability>
    </statBases>
    <altitudeLayer>Item</altitudeLayer>
    <alwaysHaulable>True</alwaysHaulable>
    <tickerType>Never</tickerType>
    <techLevel>Midworld</techLevel>
    <storeCategories>
      <li>WeaponsRifles</li>
    </storeCategories>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
    </comps>
  </ThingDef>
 
 
  <ThingDef Name="BaseHumanGun" ParentName="BaseGun" Abstract="True">
    <weaponTags>
      <li>Gun</li>
    </weaponTags>
  </ThingDef>


  <ThingDef Name="BaseBullet" Abstract="True">
    <category>Projectile</category>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Projectile</altitudeLayer>
    <thingClass>Bullet</thingClass>
    <label>bullet</label>
    <useStandardHealth>False</useStandardHealth>
    <neverMultiSelect>True</neverMultiSelect>
    <shaderType>Transparent</shaderType>
  </ThingDef>

  <!-- ============================================================== -->

  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_LeeEnfield</defName>
    <label>.303 British</label>
    <projectile>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>18</damageAmountBase>
      <speed>70</speed>
    </projectile>
    <graphicPathSingle>Things/Projectile/Bullet_big</graphicPathSingle>
  </ThingDef>

  <ThingDef ParentName="BaseHumanGun">
    <defName>Gun_LeeEnfield</defName>
    <label>Lee-Enfield</label>
    <description>Ancient bolt-action rifle. Probably pulled from a basement somewhere. Good range, Good power, low rate of fire.</description>
    <graphicPathSingle>Things/Item/Equipment/LeeEnfield</graphicPathSingle>
    <soundInteract>InteractRifle</soundInteract>
    <tradersCarry>true</tradersCarry>
    <baseMarketValue>190</baseMarketValue>
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <cooldownTicks>40</cooldownTicks>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>Bullet_LeeEnfield</projectileDef>
        <warmupTicks>182</warmupTicks>
        <range>37</range>
        <accuracyTouch>0.96</accuracyTouch>
        <accuracyShort>0.96</accuracyShort>
        <accuracyMedium>0.92</accuracyMedium>
        <accuracyLong>0.88</accuracyLong>
        <fireSound>ShotBoltActionRifle</fireSound>
      </li>
    </verbs>
  </ThingDef>

</ThingDefs>

EXAMPLE OF NEW FILE:
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>


  <ThingDef Name="BaseGun" Abstract="True">
    <category>Item</category>
    <eType>Equipment</eType>
    <thingClass>Equipment</thingClass>
    <equipmentType>Primary</equipmentType>
    <pathCost>10</pathCost>
    <useStandardHealth>True</useStandardHealth>
    <selectable>True</selectable>
    <onGroundRandomRotateAngle>35</onGroundRandomRotateAngle>
    <statBases>
      <MaxHealth>100</MaxHealth>
      <Flammability>1.0</Flammability>
    </statBases>
    <altitudeLayer>Item</altitudeLayer>
    <alwaysHaulable>True</alwaysHaulable>
    <tickerType>Never</tickerType>
    <techLevel>Midworld</techLevel>
    <thingCategories>
      <li>WeaponsRifles</li>
    </thingCategories>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
    </comps>
    <smeltProducts>
      <Steel>10</Steel>
    </smeltProducts>
  </ThingDef>


  <ThingDef Name="BaseHumanGun" ParentName="BaseGun" Abstract="True">
    <weaponTags>
      <li>Gun</li>
    </weaponTags>
  </ThingDef>


  <ThingDef Name="BaseBullet" Abstract="True">
    <category>Projectile</category>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Projectile</altitudeLayer>
    <thingClass>Bullet</thingClass>
    <label>bullet</label>
    <useStandardHealth>False</useStandardHealth>
    <neverMultiSelect>True</neverMultiSelect>
    <shaderType>Transparent</shaderType>
  </ThingDef>

  <!-- ============================================================== -->

  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_LeeEnfield</defName>
    <label>.303 British</label>
    <projectile>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>18</damageAmountBase>
      <speed>70</speed>
    </projectile>
    <graphicPath>Things/Projectile/Bullet_big</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
  </ThingDef>

  <ThingDef ParentName="BaseHumanGun">
    <defName>Gun_LeeEnfield</defName>
    <label>Lee-Enfield</label>
    <description>Ancient bolt-action rifle. Probably pulled from a basement somewhere. Good range, Good power, low rate of fire.</description>
    <graphicPath>Things/Item/Equipment/LeeEnfield</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <soundInteract>InteractRifle</soundInteract>
    <tradersCarry>true</tradersCarry>
    <statBases>
      <MarketValue>190</MarketValue>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <baseCooldownTicks>40</baseCooldownTicks>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>Bullet_LeeEnfield</projectileDef>
        <warmupTicks>160</warmupTicks>
        <range>37</range>
        <accuracyTouch>0.96</accuracyTouch>
        <accuracyShort>0.96</accuracyShort>
        <accuracyMedium>0.92</accuracyMedium>
        <accuracyLong>0.88</accuracyLong>
        <fireSound>ShotBoltActionRifle</fireSound>
      </li>
    </verbs>
  </ThingDef>

</ThingDefs>
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 53% (141215 1752))
Post by: Ded1 on December 15, 2014, 12:07:29 PM
Man am i glad that i am not a modder.  I would hate to have to update a mod of this size to work.  Mainly cause its the same thing over and over and over and over again.  Only mod i released will take me 2-3 min to update when i can play again.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 53% (141215 1752))
Post by: Evul on December 15, 2014, 12:10:07 PM
Hehe you got to love Notepad ++'s "Search in file" button and "Replace in file"
Now the only thing that is left is the DLL files and this strings:
Code: [Select]
---
    <smeltProducts>
      <Steel>10</Steel>
    </smeltProducts>
---
    <graphicClass>Graphic_Single</graphicClass>
---
    <statBases>
      <MarketValue>###</MarketValue>
    </statBases>
---
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 53% (141215 1752))
Post by: MelanisticAlbino on December 15, 2014, 12:11:25 PM
53% ?!!

I'm getting butterflies in my stomach.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 53% (141215 1752))
Post by: Evul on December 15, 2014, 12:49:23 PM
SOOO what am i currently doing?

(http://share.coldevil.com/misc/youtubelol.png) (https://www.youtube.com/watch?v=RCiQvhF8USk)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 53% (141215 1752))
Post by: MelanisticAlbino on December 15, 2014, 12:55:18 PM
That looks stimulating    :P (At least you're enjoying a good documentary while you slaving away for our sake! )

Will the update also contain the realistic weapons add-on?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 53% (141215 1752))
Post by: iame6162013 on December 15, 2014, 12:58:11 PM
can't you open all files and do a select and replace in all files at once?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 53% (141215 1752))
Post by: Evul on December 15, 2014, 01:00:35 PM
      <smeltProducts>
        <Steel>10</Steel>
      </smeltProducts>
   </ThingDef>
   

      <smeltProducts>
        <Steel>10</Steel>
      </smeltProducts>
   </ThingDef>
   

      <smeltProducts>
        <Steel>10</Steel>
      </smeltProducts>
   </ThingDef>
   

emeh...what?...

That looks stimulating    :P (At least you're enjoying a good documentary while you slaving away for our sake! )

Will the update also contain the realistic weapons add-on?

Yeah its an interesting documentary. ^^
No i'm not responsible for the realistic weapons mod that's a autonomous project. :)

can't you open all files and do a select and replace in all files at once?

I'm afraid not cause it only support one line.

EDIT: BUT if you have a solution i'm glad to have it xD cause i need to do this 1 more time with a nother file :P
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 61% (141215 1906))
Post by: kenobi87 on December 15, 2014, 01:19:57 PM
Just wanted to pop in and say I absolutely LOVE your mod. This mod with the prepare carefully mod are absolutely necessary for me :]


Keep up the amazing work! Thank you!!
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 61% (141215 1906))
Post by: Evul on December 15, 2014, 01:21:46 PM
      <smeltProducts>
        <Steel>10</Steel>
      </smeltProducts>
   </ThingDef>
   

      <smeltProducts>
        <Steel>10</Steel>
      </smeltProducts>
   </ThingDef>
   

      <smeltProducts>
        <Steel>10</Steel>
      </smeltProducts>
   </ThingDef>
   

Thank you weary much! :D
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 61% (141215 1906))
Post by: Evul on December 15, 2014, 01:52:33 PM
Now adding <graphicClass>Graphic_Single</graphicClass>
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 79% (141215 2023))
Post by: Evul on December 15, 2014, 02:36:01 PM
The only thing left now is:
    <statBases>
      <MarketValue>###</MarketValue>
    </statBases>

And the DLL to be update and a check and the mod should be alpha 8 ready...
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 79% (141215 2023))
Post by: elStrages on December 15, 2014, 03:00:32 PM
And the DLL to be update and a check and the mod should be alpha 8 ready...

you hope with all appendages crossed haha
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 79% (141215 2023))
Post by: Evul on December 15, 2014, 03:04:30 PM
Pausing!!!
Else i will become mad.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 79% (141215 2023))
Post by: MelanisticAlbino on December 15, 2014, 03:13:58 PM
Pausing!!!
Else i will become mad.

That's a sacrifice I'm willing to make.  ;D
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 53% (141215 1752))
Post by: Gabriel_Braun on December 15, 2014, 05:17:29 PM
can't you open all files and do a select and replace in all files at once?

I'm afraid not cause it only support one line.

EDIT: BUT if you have a solution i'm glad to have it xD cause i need to do this 1 more time with a nother file :P

In notepad++ you can go to search and then 'Find in files...'   Select a directory and you can blanket search/replace wholesale :D
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 79% (141215 2023))
Post by: Evul on December 15, 2014, 05:18:31 PM
Yeah but it only support one line :)

EDIT: I did that with the majority of files and strings.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 85% (141216 0046))
Post by: Evul on December 15, 2014, 06:47:32 PM
33 files (weapons) left to fix...
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 85% (141216 0046))
Post by: BajtMe on December 15, 2014, 06:54:53 PM
Thanks for your hard work! Can't wait to try this one out (bought the game after alpha8 release so i never tried the old version). Just wanted to let you know that your efforts getting the update out are appreciated.  :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 85% (141216 0046))
Post by: Evul on December 15, 2014, 07:01:47 PM
And now all the files is fixed time for testing and see the tons of errors i sure to have!
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 90% (141216 0101))
Post by: Evul on December 15, 2014, 07:02:38 PM
Also really appreciate all the support posts! :D
Its like 90% why modders keep working on mods!
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 90% (141216 0101))
Post by: Evul on December 15, 2014, 07:07:39 PM
Yeeeeey...
(http://share.coldevil.com/misc/bugs.png)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 90% (141216 0101))
Post by: Evul on December 15, 2014, 07:38:44 PM
Now there is only a copple left... but i cant do anything more today.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 90% (141216 0101))
Post by: Ded1 on December 15, 2014, 07:43:21 PM
Its fine its not like anyone will die if your mod is not out today.  I know it has been said before but your work is very much appreciated.
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 90% (141216 0101))
Post by: Evul on December 15, 2014, 07:46:29 PM
Thx!
The things that is left now is some minor texture issues, don't know what, and the Project Armory DLL file. then it should be done! i might even throw in a M1911 while i'm at it.
(http://dev.evul.nu/mantis/file_download.php?file_id=60&type=bug&show_inline=1&file_show_inline_token=2014121629ee66ed87040f253ad446a7c28c4d9dec25b5b2)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 90% (141216 0101))
Post by: BajtMe on December 15, 2014, 07:53:56 PM
Can this type of mod be added mid-game safely or will we have to start over?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 90% (141216 0101))
Post by: Evul on December 15, 2014, 07:55:26 PM
I have played on the same colony and added new weapons and etc whit ut problem. Can't guarantee but I think it work to add in mid game :)
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 90% (141216 0101))
Post by: BajtMe on December 15, 2014, 07:58:34 PM
Excellent! Then i can start a new game tomorrow instead of staring at the screen repeatedly pressing the refresh button.  ;D
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 90% (141216 0101))
Post by: Evul on December 15, 2014, 07:59:39 PM
Haha :D
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 90% (141216 0101))
Post by: thefinn on December 16, 2014, 01:15:15 AM
lol does anyone else watch the % go up on this thread like they watch an ingame job being done? haha it reminds me of it.

Can't wait.

Right-Clicks hurry the fuck up pawn. Did you have to go all the way across the map or something ?
Title: Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 90% (141216 0101))
Post by: Dragoon on December 16, 2014, 04:47:46 AM
I..fell asleep woke up and check 2% went back to bed then suddenly hopped up looked it up again 4% a day passes...wake up check 90% mind explodes.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Felime on December 16, 2014, 09:10:19 AM
(http://dev.evul.nu/rimworld/ProjectArmory/gfx/graphics/logo.png) (https://ludeon.com/forums/index.php?topic=1950.0)
Project Armory Version 2.17 for Alpha 8 is available!

(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

We are proud to announce that Project Armory 2.17 for Alpha 8 is finally here! We thank you so much for all your support during the update progress!
This update bring new explosive (balanced) ammunition type to the bolters and 4 new weapons including the CS-18 toy gun (that have been laying around  in previous versions unfinished for some reason.) and DL44, DH17 Blaster EE-3 Carbine Rifle from Star Wars. This version also contains some fixes. See the Changelog for more information.

Download:
(http://button.moddb.com/download/medium/78126.png) (http://www.moddb.com/mods/project-armory/downloads/project-armory-217)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/5/?)
(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://)
(as normal some of the mirrors are slow.)


Code: [Select]
===========================================
Project Armory - Change Log
===========================================

===========================================
(RimWorld) Project Armory - 2.17 (2014-12-16)
===========================================

- [MAJOR] Make the mod compatible with Alpha 8
- [FIXED] The Bren Bullet have weird typo

===========================================
Project Armory - 2.16 Dev (Released 2014-11-16)
===========================================

- [ADDED] Add categories to all weapons
- [ADDED] New Weapon: [Project Armory] CS-18
- [ADDED] New weapon: [Star Wars] DH17 Blaster
- [ADDED] New Weapon: [Star Wars] DL44 Blaster
- [ADDED] New Weapon: [Star Wars] EE-3 Carbine Rifle
- [CHANGED] Bolter and Bolt Pistol secondary explosions added. Stat tweaks. (Need to be tested)
- [CHANGED] Lowered damage on M-81 Pulse Rifle
- [CHANGED] Range is to long SA.58 Tactical
- [CHANGED] Range is to short FAMAS-G2
- [FIXED] Mauser C96 is named M2 Browning
- [FIXED] Vanilla weapons was deactivated and the Pistol missed its texture

Arm yourself with this auto updating banner and support the project and Defend the Colony!
(http://goo.gl/W20kkG) (http://goo.gl/umqj5H)
Code: [Select]
[url=http://goo.gl/umqj5H][img]http://goo.gl/W20kkG[/img][/url]
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Viperlol on December 16, 2014, 09:15:06 AM
MY BODY IS READY
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 16, 2014, 10:38:30 AM
MY BODY IS READY

lol
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 16, 2014, 02:29:18 PM
Took a while but moddb mirror work now.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: MelanisticAlbino on December 16, 2014, 02:31:44 PM
Thaaaaank you Evul!

Do you know if the realistic weapons add-on is still alive?
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 16, 2014, 02:32:42 PM
No problem :)

I have no idea actually.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Ink. on December 16, 2014, 03:49:19 PM
Sweet, A8. 2 quick questions.

1. Any plans to do armor?

2. Will I need to start on a new save after installing?
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 16, 2014, 03:50:28 PM
Sweet, A8. 2 quick questions.

1. Any plans to do armor?

2. Will I need to start on a new save after installing?

1 yes
2 try and let me know :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: JonoRig on December 16, 2014, 04:37:47 PM
mine works with an old save
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 16, 2014, 04:39:39 PM
That is awesome :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Ink. on December 16, 2014, 04:45:43 PM
Same. However; I just found an issue.

My overview screen only shows 1 colonist and only shows the box for firefighting (empty which isnt correct).
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 16, 2014, 04:46:41 PM
Same. However; I just found an issue.

My overview screen only shows 1 colonist and only shows the box for firefighting (empty which isnt correct).

screen?
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Ink. on December 16, 2014, 04:54:23 PM
Same. However; I just found an issue.

My overview screen only shows 1 colonist and only shows the box for firefighting (empty which isnt correct).

screen?

I would but now loading that save hangs on a black screen.

Might try to start a new colony and see what happens.

E - Yeah, seems to be that save. I opened a new one and it loaded. That's interesting.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Iwillbenicetou on December 16, 2014, 04:56:48 PM
This mod has so many posts, that I can't even see all the page numbers :P It's even over 1000 comments (I reserved that spot) Is this one of the first mods ever?
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 16, 2014, 05:01:34 PM
Same. However; I just found an issue.

My overview screen only shows 1 colonist and only shows the box for firefighting (empty which isnt correct).

screen?

I would but now loading that save hangs on a black screen.

Might try to start a new colony and see what happens.

E - Yeah, seems to be that save. I opened a new one and it loaded. That's interesting.

Weird? Try get a log or screen of that and i might figure out whats wrong. :)

This mod has so many posts, that I can't even see all the page numbers :P It's even over 1000 comments (I reserved that spot) Is this one of the first mods ever?

Pity much yes. it first got released in alpha 2 but i started in alpha 1 before the XML system was implemented. That can be noticed in reply 14 (https://ludeon.com/forums/index.php?topic=1950.msg18169#msg18169) of this thred.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Iwillbenicetou on December 16, 2014, 05:05:47 PM
or this reply :):  The release (https://ludeon.com/forums/index.php?topic=1950.msg19900#msg19900)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Ink. on December 16, 2014, 05:09:22 PM
Same. However; I just found an issue.

My overview screen only shows 1 colonist and only shows the box for firefighting (empty which isnt correct).

screen?

I would but now loading that save hangs on a black screen.

Might try to start a new colony and see what happens.

E - Yeah, seems to be that save. I opened a new one and it loaded. That's interesting.

Weird? Try get a log or screen of that and i might figure out whats wrong. :)

This mod has so many posts, that I can't even see all the page numbers :P It's even over 1000 comments (I reserved that spot) Is this one of the first mods ever?

Pity much yes. it first got released in alpha 2 but i started in alpha 1 before the XML system was implemented. That can be noticed in reply 14 (https://ludeon.com/forums/index.php?topic=1950.msg18169#msg18169) of this thred.

Are logs stored anywhere visible out of game? When it loads I get a black screen and while I can hear stuff happening, I just can't see it. But it appears the game is playing behind the screen.

The only way out is to tab and close Rimworld.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 16, 2014, 05:31:04 PM
Same. However; I just found an issue.

My overview screen only shows 1 colonist and only shows the box for firefighting (empty which isnt correct).

screen?

I would but now loading that save hangs on a black screen.

Might try to start a new colony and see what happens.

E - Yeah, seems to be that save. I opened a new one and it loaded. That's interesting.

Weird? Try get a log or screen of that and i might figure out whats wrong. :)

This mod has so many posts, that I can't even see all the page numbers :P It's even over 1000 comments (I reserved that spot) Is this one of the first mods ever?

Pity much yes. it first got released in alpha 2 but i started in alpha 1 before the XML system was implemented. That can be noticed in reply 14 (https://ludeon.com/forums/index.php?topic=1950.msg18169#msg18169) of this thred.

Are logs stored anywhere visible out of game? When it loads I get a black screen and while I can hear stuff happening, I just can't see it. But it appears the game is playing behind the screen.

The only way out is to tab and close Rimworld.

There are the log saved:
...\RimWorld657Win\RimWorld657Win_Data\output_log.txt
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: JonoRig on December 16, 2014, 07:25:53 PM
or this reply :):  The release (https://ludeon.com/forums/index.php?topic=1950.msg19900#msg19900)

I'm oddly pleased my first comment in the thread was one of the first 5 pages (page 4 in fact)

It got me ma bren gun :)

Also, if people are interested, it's the most commented on mod thread with 1078, followed by the techtree mod at 1022, then the miscellaneous mod with ~450
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 16, 2014, 07:32:21 PM
or this reply :):  The release (https://ludeon.com/forums/index.php?topic=1950.msg19900#msg19900)

I'm oddly pleased my first comment in the thread was one of the first 5 pages (page 4 in fact)

It got me ma bren gun :)
hehe

The majority of all the weapons are requested. :)
Why there aren't that many weapons coming out now is that we need to balance and fix costs also the Alpha updates take time. Also much time goes to coordinating and background stuff.

Also we need to make caliber damage more flexible.

(Also a election year forcing me to have my attention on other stuff. Same goes now after new year cause there will be a new election in Sweden due to parliamentary chaos...)

EDIT:
here is the task list we have and what to be done.
http://goo.gl/HO880d
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: JonoRig on December 16, 2014, 07:49:29 PM
So much to do! And quite a lot of awesome in there also. I noticed the "British L85", but isn't there already the L85A1 in PA already, so unless its going to be a different texture (maybe like the L85A3 with Daniel defence rail with foregeip or grenade launcher) is there much point making it twice?

Anyway, I look forward to when you all get round to the rest of that list, and even more excited for armour's (Maybe one day you'll expand into factions? :P )

I think you need more work, so I will think of more ha, maybe melee ones.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 16, 2014, 07:58:19 PM
So much to do! And quite a lot of awesome in there also. I noticed the "British L85", but isn't there already the L85A1 in PA already, so unless its going to be a different texture (maybe like the L85A3 with Daniel defence rail with foregeip or grenade launcher) is there much point making it twice?

Anyway, I look forward to when you all get round to the rest of that list, and even more excited for armour's (Maybe one day you'll expand into factions? :P )

I think you need more work, so I will think of more ha, maybe melee ones.

We will not add faction is Project Armory :) I can tho make some random factions maby later :) well we have multiply and simular weapons I have plans on adding the entire glock series just for the evuls. Also diffrent kind of M4A1 variants.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: counterblow on December 16, 2014, 08:02:19 PM
I'm trying to find the changelog for this mod but can't seem to find it. I've tried the mod before and wasn't really satisfied with it, I'd like to see what things have changed in it since alpha 6
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: JonoRig on December 16, 2014, 08:08:10 PM
Well, I don't nessesarily mean as PA, But definitely as Evul and co's job :P I hope you manage to get the arachnid and plant pots updated one day also, I used the plant pots a lot, maybe if you can, you could make modular?

But yes, because you have so many of the various items already in, I'd love to see a factions mod from you.

And yes, I did think about the variants already in the mod after you posted it haha.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 16, 2014, 08:18:10 PM
I'm trying to find the changelog for this mod but can't seem to find it. I've tried the mod before and wasn't really satisfied with it, I'd like to see what things have changed in it since alpha 6


It is located in the main mod directory. We're you unzipped it.
Or in the mantis: http://dev.evul.nu/mantis/changelog_page.php

Is is something special you did not like or felt was missing? :)

Well, I don't nessesarily mean as PA, But definitely as Evul and co's job :P I hope you manage to get the arachnid and plant pots updated one day also, I used the plant pots a lot, maybe if you can, you could make modular?

But yes, because you have so many of the various items already in, I'd love to see a factions mod from you.

And yes, I did think about the variants already in the mod after you posted it haha.

Yeah I use the flower pots to xD
They are modular in the evul development corperation mod. The entire mod is modular. I whant to update them as soon as I have the artsourse so I can match them with the vanilla :)

I will start fixing the arachnid mod now next one thing that have stopped me from doing it is the bodyparts system...
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: counterblow on December 18, 2014, 02:22:30 AM
At the time my main dislike for the mod was that so many of the weapons felt the same, so many had either 4X6 damage or 3X8 damage bursts making it fairly pointless having so many names for guns that did exactly the same thing
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 18, 2014, 06:44:32 AM
At the time my main dislike for the mod was that so many of the weapons felt the same, so many had either 4X6 damage or 3X8 damage bursts making it fairly pointless having so many names for guns that did exactly the same thing

Ah yeah that is something that is kind of impossible to move away from. The weapons have diffrent fire rate cooldown warmup to counter most of it. Mainly the mod gives texture variants of weapons.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 18, 2014, 01:54:46 PM
I'm gona sit down and update some textures that Im not satisfied with :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 20, 2014, 11:43:18 AM
Smal development note iam experimenting with something I find realy interesting! I hope I will be able to post a video of it tonight. If I get it to work 100%
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: john pretzel on December 20, 2014, 12:10:40 PM
This mod is huge...  :o very nice work.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 20, 2014, 12:22:19 PM
One of the first mods to :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 20, 2014, 07:40:34 PM
I gave up on the nice and cool thing i was making and added some new and awesome stuff to the mod instead!

Here is a screen!
Form the Mass Effect i bring you the M-15 Vindicator rifle texture made by Plymouth our newest member of our team! I personally love the texture!

And here is also a new texture I've made for the MP5A2 after a long while being unhappy with it. But now i'm happy with it again!
It was probably one of the first weapons I've made for this mod.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Plymouth on December 20, 2014, 11:45:15 PM
There's a whole bunch of stuff done, Including Heavy Bolter and Halo guns.
More Mass Effect guns are on the way.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Dragoon on December 21, 2014, 04:12:10 AM
the modb and the nexus downloads work but the last one does not.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 21, 2014, 06:49:58 AM
the modb and the nexus downloads work but the last one does not.

Yeah i know its for modsaholic ive not been able to update the download there.
Title: Happy holidays!
Post by: Evul on December 21, 2014, 07:41:41 AM
(http://dev.evul.nu/rimworld/ProjectArmory/gfx/graphics/logo.png) (https://ludeon.com/forums/index.php?topic=1950.0)
Happy holidays!

(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

The Project Armory Dev team want to wish you all a happy holidays! This will to some extent slow down the development a little more then the normal slow. :)

Especial from my (Evul) side cause I'm not home. There for i will be able to work after the holidays. :)

Se you all back then! (Will be on the forum cause i have a phone with internet) but i will not be able to make anything to the mod.

Edit:
I also whant to add that the mod have over 1833 downloads since the release on the 16th December! Thank you all for the support feedback and reports cause its with you all of you we make this project work!
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Manly on December 21, 2014, 03:24:06 PM
Happy Holidays Evul!!

Thanks for your efforts on this (and others!) amazing mod!!
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: mrofa on December 21, 2014, 03:30:59 PM
Maye the santa drop you drop pod with potatos ! :D
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: RiPCorD5A1 on December 22, 2014, 04:12:18 PM
can you update your gun list please.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 22, 2014, 04:13:29 PM
can you update your gun list please.

Don't have list my self but I can try to make one. Cause we need one definitely.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 22, 2014, 08:15:24 PM
If some one whant to nerd them self in completely in accrasy: http://dev.evul.nu/mantis/view.php?id=257#bugnotes

There i have a on the way system for determining a acceuasy on weapons from diffrent questions and parameters.

EDIT:
The system is not complete and can be modified heavely and have diffrent formula instead of just plus and minus.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: general222291 on December 23, 2014, 03:26:51 AM
Is it a know bug that hostiles that com out of cytosleep pods always have vanilla weapons? I'm too lazy to look through the 74 pages of comments 😝
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 23, 2014, 07:55:06 AM
Is it a know bug that hostiles that com out of cytosleep pods always have vanilla weapons? I'm too lazy to look through the 74 pages of comments

Never been brought up and did not even know about that. I can take a look at it and Se if we can fix it :)

EDIT:
Task added: http://dev.evul.nu/mantis/view.php?id=361
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: thefinn on December 23, 2014, 08:46:54 AM
I'd like to see all weapon spawns change for this mod tbh..

It's like this.. You start the game and can get 1 guy who has a nice gun early, and it unbalances the game totally. Or you wait for the groups to get a bit bigger 5-6 guys and kinda never have to worry about weapons again.

I wonder if there's a better balance mechanic than just a % chance of drop.. ? Maybe some kind of timer/checkpoint system where you pass a certain point in the game (dunno exactly what?) before certain kinds of weapons start to appear.. ?

Just a thought, have always loved the mod in TTM ;)

Merry Xmas all.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 23, 2014, 08:55:00 AM
I'd like to see all weapon spawns change for this mod tbh..

It's like this.. You start the game and can get 1 guy who has a nice gun early, and it unbalances the game totally. Or you wait for the groups to get a bit bigger 5-6 guys and kinda never have to worry about weapons again.

I wonder if there's a better balance mechanic than just a % chance of drop.. ? Maybe some kind of timer/checkpoint system where you pass a certain point in the game (dunno exactly what?) before certain kinds of weapons start to appear.. ?

Just a thought, have always loved the mod in TTM ;)

Merry Xmas all.

Weapon spawning is based on cost and the mod have, at the moment, prity much random cost on the weapons. I am making a new way of handeling cowt acceuasy and range on the way.

Anyway;
Raiders gain a bag of on each spawn giving them a weapon they can afford. So one way of handeling this would be look over the cost.

Edit: Noticed my awesome spelling got the best of me!  XD " each raider get a bag of money each and then take a weapon they can afford.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 25, 2014, 04:57:00 PM
On a development note:
IF someone whant to help me out with this it would be awesome :)
https://docs.google.com/spreadsheets/d/15CPUFOkqSB0E-9dxOuDs5wr-_nMIdfwXdbt06Z7_VZw/edit?usp=docslist_api

That is a question form that will help us estimate acceuasy, warmup, cooldown, and cost and other paras that we can make up.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 25, 2014, 08:39:41 PM
it is a experiment if it work yet i don't know.
If not i scrap it and throw my back to the drawingtable.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: LittleMikey on December 25, 2014, 10:49:05 PM
On a development note:
IF someone whant to help me out with this it would be awesome :)
https://docs.google.com/spreadsheets/d/15CPUFOkqSB0E-9dxOuDs5wr-_nMIdfwXdbt06Z7_VZw/edit?usp=docslist_api

That is a question form that will help us estimate acceuasy, warmup, cooldown, and cost and other paras that we can make up.

I have no life so I'm happy to help you out! What do you need me to do?
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 26, 2014, 07:50:15 AM
Hehe awesome :)
The document contains question and each question subtract or add to the startstat.
First thing is to make the questions so it more or less make unique stats to a weapon by just running it thro. Also that it I'd you follow the vanilla weapons stats end up with the vanilla weapon stats. :)

Or if you have a better way if estimating weapon stats feel free to make it up :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: LittleMikey on December 26, 2014, 08:35:11 AM
Hehe awesome :)
The document contains question and each question subtract or add to the startstat.
First thing is to make the questions so it more or less make unique stats to a weapon by just running it thro. Also that it I'd you follow the vanilla weapons stats end up with the vanilla weapon stats. :)

Or if you have a better way if estimating weapon stats feel free to make it up :)

Aah I see! Sounds very similar to something that I was working on for a mod for another game called Towns.
https://docs.google.com/spreadsheet/ccc?key=0AnZWMbKtqTg3dHhKS2tZWkYzY3dlMlp6dldoQTg0WGc#gid=0 (https://docs.google.com/spreadsheet/ccc?key=0AnZWMbKtqTg3dHhKS2tZWkYzY3dlMlp6dldoQTg0WGc#gid=0) never finished it but I wanted a way to automatically balance weapons and armour. (You can edit the values for each material type and the sheet will auto-calculate item costs)
I'll see what I can come up with, but the way you're doing it seems rather good so far!
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 26, 2014, 08:37:25 AM
Ah awesome cool! :D
I whant dome kind of way to easy estimate values cause currently it's improvised :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: LittleMikey on December 26, 2014, 08:12:53 PM
Ah awesome cool! :D
I whant dome kind of way to easy estimate values cause currently it's improvised :)

I'm sure that we can figure out some kind of formula that generates all the stats you'd need. And you could have slight random differences between pieces so that not every assault rifle is identical.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 26, 2014, 08:29:30 PM
That is the thought :)
I have another idea also that I'm working on.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Garen on December 26, 2014, 08:29:30 PM
Thought of an idea to add to the sci-fi weapons
especially since the lilandri corp mod is gone.

I present to you from metal arms: Glitch in the System

the ripper!
capable of cutting through steel, and easily amputating mechs with a low rate of fire and low damage, should pierce through virtually any armour and cause limb damage easily

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 26, 2014, 08:31:33 PM
Posted at the same time xD is that not the reaper from the UT game? :P
I can add it to our list and see if we can make it cut stuff :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Garen on December 26, 2014, 08:39:20 PM
sweet :D thank you
balance wise this should have a lowish RoF and low damage, its built kill by injury.
i remembered that gun after seeing mechanoids still living after losing its sight (enemies in that game would run around literally blindfiring if you decapitated them (all robots still teen game yay!) made things hilerious if they carried flamethrowers or launchers, just endlessly friendly firing anyone nearby them.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 27, 2014, 07:32:23 AM
Task added! :)
0000363 (http://dev.evul.nu/mantis/view.php?id=363): New Weapon: [?genre?] Ripper
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: LittleMikey on December 29, 2014, 06:14:25 AM
(Sorry I've been silent for the past few days, I've not been very well, I'll get back in touch when I feel less awful)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 29, 2014, 07:38:05 AM
No worries the entire team is silent at the moment.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 31, 2014, 07:27:12 AM
(http://dev.evul.nu/rimworld/ProjectArmory/gfx/graphics/logo.png) (https://ludeon.com/forums/index.php?topic=1950.0)
Happy 2015!

(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

The Project Armory Dev team want to wish you happy and awesome new year! Thats about it! :D

On a development note:
If you want to know what were currently working on take a look here (http://dev.evul.nu/mantis/roadmap_page.php)!

EDIT: Also if you don't see our awesome new year graphic press F5 or update this page :D
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 31, 2014, 02:21:56 PM
If I make a wiki for weapon documentation is people intrested in helping out adding the current weapons? :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: NoImageAvailable on December 31, 2014, 02:24:55 PM
On a development note:
If you want to know what were currently working on take a look here (http://dev.evul.nu/mantis/roadmap_page.php)!

Quote
- 0000360: [Weapons] Make the RPG-7 usable once only and more devastating. (Evul) - assigned.

Wait, what? Why would you make the RPG-7 one-time use?
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 31, 2014, 02:36:01 PM
Was thinking to match the existing launchers, and I thought it would be nice to have them one time use and more accurate and dangerus :)

EDIT
Even if the RPG is reloadable I think it would be nice to have them one use only. OR have then reloadable via a table. That would allo be cool.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: StalkerCZ on December 31, 2014, 02:39:04 PM
Sorry cheef.. but Rpg 7 is not LaW .... it is reloadable...  :o i could create some apparelo like rpg 7 rocket pack..  ::)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 31, 2014, 02:41:43 PM
Sorry cheef.. but Rpg 7 is not LaW .... it is reloadable...  :o i could create some apparelo like rpg 7 rocket pack..  ::)

I was not able to make the backpack loadable or constructable. Else I would have a movable m8 mortar already.

Edit: Aren't law's reloadable?? I thought so :P
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: NoImageAvailable on December 31, 2014, 02:53:14 PM
Edit: Aren't law's reloadable?? I thought so :P

Nah, M72 are preloaded and you throw them away after firing, RPG-7 is reloadable.

Also a suggestion, if you're gonna change the H&K in weapon names make it HK, since that is actually a common abbreviation of the company name (unlike HoK).
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 31, 2014, 02:57:24 PM
They are named H&K in game and HoK in the file and code.
The rename is done on the file and on thing DefName and will not effect in-game names :) Just to avoid xml errors cause xml Can't handle & letter.

So they are still named H&K ingame :)

Edit: Aren't law's reloadable?? I thought so :P

Nah, M72 are preloaded and you throw them away after firing, RPG-7 is reloadable.

Ah allright but I am still considering making launchers once use only and also cheaper. :) If people are way to much against it I will reconsider.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: StalkerCZ on December 31, 2014, 03:54:23 PM
Yo .. not like Rpg.7 Law is for one shoot and twrow it away.. rpg is realodable many times as you had ammo.. also more rocket launchers.. but law is only for one use same lake rpg 75 ..  8)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: NoImageAvailable on December 31, 2014, 05:00:25 PM
They are named H&K in game and HoK in the file and code.
The rename is done on the file and on thing DefName and will not effect in-game names :) Just to avoid xml errors cause xml Can't handle & letter.

So they are still named H&K ingame :)

Ah, okay then. I had assumed the change would affect ingame names as well.

Quote
Ah allright but I am still considering making launchers once use only and also cheaper. :) If people are way to much against it I will reconsider.

Well, if you want disposable launchers you could always implement some more RPGs like the RPG-28 (http://world.guns.ru/grenade/rus/rpg-28-e.html) wink wink nudge nudge. Then you could also leave the 7 as it is and have it be a bit more unique as a result.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 31, 2014, 05:09:31 PM
I can throw it together :P
After midnigt!
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: dustysniper on December 31, 2014, 05:43:06 PM
I'm guessing from the picture posted some the weapons damages and ranges are based off game balance not to represent the real world weapon itself? Just a little heads up a m249 is considered a LMG not a HMG your thinking about the m240B or m240L (the newer version). I dont know how much you care but the m4a2 is common in line units now and the m4a3 is common in regiment and is now being distributed to line units, the a1 is pretty outdated. Also have you considered making a 60mm mortar system? Its incredibly common and probably the most casualty producing individual weapon on the battlefield in current wars. All your machine guns are considered assault rifles too.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 31, 2014, 05:59:41 PM
I'm guessing from the picture posted some the weapons damages and ranges are based off game balance not to represent the real world weapon itself? Just a little heads up a m249 is considered a LMG not a HMG your thinking about the m240B or m240L (the newer version).

Yes the mod follow the the vanilla game damage system. But have ammo and weapon based damage. That means that all the assault rifle with the 5.56x45mm have all the same damage. While the LMGs with same damage have lower damage. And Pistols if any high and sniper rifles have extream high damage. To match the aim.

Will take a look at the m249 :)

I dont know how much you care but the m4a2 is common in line units now and the m4a3 is common in regiment and is now being distributed to line units, the a1 is pretty outdated.

I do care :) Cause I find it interesting :) will look them over and add them :) I am also remaking the M4A1 currently in the mod so I will make the other versions while I'm at it :)

Also have you considered making a 60mm mortar system? Its incredibly common and probably the most casualty producing individual weapon on the battlefield in current wars.

Yes I try to make it back pack carrible :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: dustysniper on December 31, 2014, 06:38:12 PM
The m249 is a 5.56mm area suppression weapon primarily used to keep the heads down while assaulting flank units make progress. The 240B and L have the same idea in mind but a heavier 7.62 used primarily to engage entrenched enemies and vehicles. If you ever heard the term talking guns thats the goal of the 240s.  249s are used in the assaults being a lot lighter. 240s are heavy and 762 is a heavy round to carry their typically meant to be used as a entrenched machine gun and the 249 as an assaulting machine gun.

The m2 is a .50cal you dont even have to hit soft shell targets and itll take limbs off 12 damage seems low? The most common sniper rifle for victor qualified infantry is the m24a2 and a3. Its a 7.62mm rifle with a tri 4x/8x/16x scope. Would be another neat addition. The m110 is also pretty common now a days. Take a look at all of them their all pretty neat weapons. And this mod is awesome and cant wait to see more updates.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: StalkerCZ on December 31, 2014, 07:11:19 PM
Ya i know.. about real weappn power.. but you must feel about that game.. if we make a sniper as real
. Ect.. barret m82a1 there will we shot distance all over the map.. and this will be realy 《fu.....》 .. we try to keep wanila weapons as the midle of our line and try to change all of the weapon stats as it posible to have every weapon excelent.. :)  that is too hard
... but we worko  them .. thanksa a lot..

Ps.. my f... phone note 2 get an update and my keyboard fu... up .. sorry for mystske..
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on December 31, 2014, 10:48:32 PM
The m249 is a 5.56mm area suppression weapon primarily used to keep the heads down while assaulting flank units make progress. The 240B and L have the same idea in mind but a heavier 7.62 used primarily to engage entrenched enemies and vehicles. If you ever heard the term talking guns thats the goal of the 240s.  249s are used in the assaults being a lot lighter. 240s are heavy and 762 is a heavy round to carry their typically meant to be used as a entrenched machine gun and the 249 as an assaulting machine gun.

The m2 is a .50cal you dont even have to hit soft shell targets and itll take limbs off 12 damage seems low? The most common sniper rifle for victor qualified infantry is the m24a2 and a3. Its a 7.62mm rifle with a tri 4x/8x/16x scope. Would be another neat addition. The m110 is also pretty common now a days. Take a look at all of them their all pretty neat weapons. And this mod is awesome and cant wait to see more updates.

Will take this with me when i look at the weapon! Thx!
Many thx much appreciated! Glad you like the mod :)

Currently fixing the cost of the weapons. :)
But before that i got a little bit carried away... (see attachments)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: NoImageAvailable on January 01, 2015, 04:20:34 AM
...

You might wanna check out the Realistic Weapons mod (https://ludeon.com/forums/index.php?topic=5807.0) if you haven't already.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: StalkerCZ on January 01, 2015, 05:28:11 AM
Nice work..  :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 01, 2015, 08:46:43 AM
As normal i'm working on a accruasy system:Download the PDF (http://dev.evul.nu/mantis/file_download.php?file_id=114&type=bug)

The PDF contains:
Vanilla Weapon Values.
Pawn appeal/weapon money max and min and also tags.
Mod converter on estimated values min and max.

please tell me what people think
http://dev.evul.nu/mantis/view.php?id=257
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 01, 2015, 11:14:57 AM
Exsample documentation:


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: NoImageAvailable on January 01, 2015, 11:27:33 AM
Hey Evul, since you're fixing stuff for the next release, I found some minor errors: the description for the VSS is broken (question marks where Cyrillic letters should be) and the RPD is classed as modern weapon instead of WWII. And as a final nitpick, not every gun with 7.62mm caliber fires 7.62mm NATO ;) (e.g. RPD fires 7.62x39 Soviet, not 7.62x51 NATO)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 01, 2015, 11:46:39 AM
Hey Evul, since you're fixing stuff for the next release, I found some minor errors: the description for the VSS is broken (question marks where Cyrillic letters should be)
Ok then i think i'll remove them. Will add it to a task in a bit. :)

and the RPD is classed as modern weapon instead of WWII.
Actually they exist form both. :P
But yeah i will fix that.

And as a final nitpick, not every gun with 7.62mm caliber fires 7.62mm NATO ;) (e.g. RPD fires 7.62x39 Soviet, not 7.62x51 NATO)

Oh. Thanks and good to point it out1 But the damage will probably be the same as the as the NATO one but i will fix it. :)
Task will be added soon :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 01, 2015, 01:04:09 PM
NEW WAY, THAT I ALWAYS WANTED, TO HANDLE THE BULLETS!

All ammunition will be in a separate file named something like BulletDef that file will handle all the bullets. All the weapon then read the Bullet file and searches for the right caliber.
Example: The Gun_AK47_PA need the Bullet_762x39mmM43M67_AR_PA and there for select that.

Bullet_762x39mmM43M67_AR_PA
Bullet_ = is just a tag to show that its a bullet.
762x39mmM43M67_ = its the caliber in this case: 7.62x39mm M43/M67
AR_ = Assault Rifle
PA = Project Armory Tag.

EDIT:

And here are the new improved AK-47:
(http://dev.evul.nu/rimworld/projectarmory/gfx/screenshots/w/AK47.png)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 01, 2015, 06:42:21 PM
I whould need some help! if some one is willing and is quick with a Microsoft word i would loooooove it!

Its about the documentation. I need some that is awesome. Help me run thro the list of weapon and add the values in to the form.

That whould get me long way of adjusting the cost and fix the accruasy/damage bullet etc.

If you also whant to help out with adjusting cost and fix the accruasy/damage bullet etc... youre also more then welcome to help out with that to. ^^
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: MaxtheINFINITE on January 02, 2015, 04:30:11 PM
Sweet,this mod became alpha8 compatible just when i was like:
"So many colonists,but i need different guns!"
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 02, 2015, 04:32:21 PM
Hehe. I usually arm my defence squad with the same weapons :)
Or diffrent versions to have a colony standard :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: dustysniper on January 02, 2015, 08:14:29 PM
The RPK is considered a cold war era weapon. I think its invention was in the late 1950s. It still used by eastern european military and the middle east. I dont know much about the weapon besides shooting it once on deployment. But it had a ton of kick and was heavy as all hell and no recoil spring. I think their are newer models of the rpk now too.

I am surprised you haven't put the m1 grand in the world war weapons? Its probably the most nostalgic weapon for Americans from that era.  Im loving the mod and I wanted to let you know I understand you cant make some gun super guns like the m2 and run balance issues. I haven't found a m2 yet but I swear I saw a picture of someone carrying one?
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 02, 2015, 09:06:08 PM
Thank you for you support :)
I am actually making a total overhaule of the weapons now. To fix cost andadding tags making it possible to make some weapons more faction freandly. For exsample the star wars weapons have a tag saying StarWars and ImperialStormtroopers so people can easy make a faction only spawn with those weapons and simular to other. I also fixing some other Smal issues and moving the bullet def to a completely new file. The cost adjustment makes it possible fore some weapos to appear easier then other exsample the AK47 is sheep and is able to be carried by prity much anyone. It's 110 and the town guards and civilians have 150 as there money roof.

The M2 is in the game I am also making that gun function differently. It will use the minigun as a template but slower and more,damage and less bullets. And a bit slower loading time. :)

I thought I had the M1 ^^ but I did not will add it as soon as I added all the MP5 variants and fixed the existing others. I also have a huge I mean a huge bunch of Warhammer bolters coming up to my XML table. (your awesome Plymouth).

EDIT:
Forgot about the first part xD
I am currently reworking it I am questioning the categorize system we have cause it will be diffrent once the community Launcher is relesed cause it have our kit switcher system implemented.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: dustysniper on January 02, 2015, 11:14:33 PM
Im saying you could use the m2 as a emplaced weapon. Like a turret but have it set up like a mortar so that someone can manually man it. That or reduce their move speed and add a emplacement option where they take some time to "set up" the weapon. Would balance it a bit IMO if you raised other stats.. I think the m2 without the barrel is 90lbs. Which is incredibly heavy. And no man would be able to fire it from the hip.

AK-74 is also a neat weapon. I think the AK 105 is replacing the 74 sometime soon. From what Ive heard about it, it uses "modern hardened" plastics and is half the weight of the 74 (i cant confirm that just by word of mouth), shoots a lower caliber round and has a built in flash suppresser. I have no problem helping you out with modifying values in the word document. I just dont know what Im doing so some direction first before I mess something up and Id be willing to help you out.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: NoImageAvailable on January 03, 2015, 04:20:44 AM
The RPK is considered a cold war era weapon. I think its invention was in the late 1950s. It still used by eastern european military and the middle east. I dont know much about the weapon besides shooting it once on deployment. But it had a ton of kick and was heavy as all hell and no recoil spring. I think their are newer models of the rpk now too.

RPK was introduced in 1961 and its only marginally heavier than a reguler AK-47, are you sure you're talking about the RPK (i.e. regular 47 with heavier barrel and 45 round mag) here? I don't see it anywhere in the current release or roadmap either, is it planned for the future or something?

Also, AK-105 is the carbine version of the 74M but none of the AK-100's are in use with the Russian military, they're all for export/sporting. The successor to the AK-74M is the AK-12, which can switch calibers on the fly but only between existing ones (IIRC regular version supports 5.45x39, 5.56x45, 7.62x39 and a heavy version can fire 7.62x51 and presumably 7.62x54), so far I haven't heard anything about plans for a new round.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: dustysniper on January 03, 2015, 08:29:54 AM
Like I kinda said I don't know really anything about the ak-105. I just got some things from word of mouth. And from what I know about the RPK it was invented in the late 1950s and was introduced in the early 1960s for use. I thought the mags were 45 and 75?
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 03, 2015, 07:35:19 PM
An ak serie is coming up :)
Will make sure to add it later to the bug tracker.

A AK47 is currently in the devbuild atleast :)

You wanted to help out with the documentation dustysniper?
I can give you access to the internal devbuild so you can get the proper values :) also suggest new ones :)
Add me on Skype and we can speak more: cold.evil
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: LittleMikey on January 03, 2015, 11:43:31 PM
I whould need some help! if some one is willing and is quick with a Microsoft word i would loooooove it!

Its about the documentation. I need some that is awesome. Help me run thro the list of weapon and add the values in to the form.

That whould get me long way of adjusting the cost and fix the accruasy/damage bullet etc.

If you also whant to help out with adjusting cost and fix the accruasy/damage bullet etc... youre also more then welcome to help out with that to. ^^

I should be able to help with that. I'm also happy to proofread anything if you need it.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 03, 2015, 11:49:42 PM
Do you have Microsoft Office word? :)
I can make a split so you guys can work without collapse and duplicated.
Also I need to give you the internal dev build add me on Skype and a PM will be sent :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: LittleMikey on January 04, 2015, 02:57:34 AM
Do you have Microsoft Office word? :)
I can make a split so you guys can work without collapse and duplicated.
Also I need to give you the internal dev build add me on Skype and a PM will be sent :)

PM'd you
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Dragoon on January 05, 2015, 04:44:36 AM
Have you ever thought bout doing a laser bow? (like a cyberpunk(err space)- no wait uh star wars clones wars http://starwars.wikia.com/wiki/Nightsister_energy_bow maybe the color of the energy could be based on the material? (would be awesome to see a silver arrow shoot out XD)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Goo Poni on January 05, 2015, 05:10:28 AM
Bowcaster. FC3:Blood Dragon bow. There's also a film I forget the name of that came out in the past couple years set in either Greek or Roman times that featured a bow of light.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 08, 2015, 02:12:08 AM
Here is a little gamplay and showcase of rimworld and some mods.

RimWorld Gamplay Showcase of my latest colony:
http://youtu.be/ElibgnJTaZ8
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 08, 2015, 03:55:07 PM
What are we doing?
YouTube tells you in bad sound...

http://youtu.be/RNUJKQoihlc
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: JonoRig on January 08, 2015, 05:48:59 PM
Cool showcase, but i noticed you have called the Beret a "Barret"
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 08, 2015, 06:27:02 PM
I'll bring it up to STALKER :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Vonholtz on January 08, 2015, 07:36:16 PM
I just got the game 2 weeks back. And this was the first mod I put on the game. I love it I have all the guns on. So my people are all running around with what ever weapons I have got my hands on. So fare the best gun I have found was the M41A Pulse Rifle from the aliens movie. But the boy AT rife is a nice one shot one kill weapon. To bad my sniper one shot killed one of his own people with it. Oh well it still a lot of fun.  :o Thank you for a fun mod.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: 1010101010 on January 08, 2015, 10:50:04 PM
Dawn.of.War.II weapon pack
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 09, 2015, 02:25:14 AM
I just got the game 2 weeks back. And this was the first mod I put on the game. I love it I have all the guns on. So my people are all running around with what ever weapons I have got my hands on. So fare the best gun I have found was the M41A Pulse Rifle from the aliens movie. But the boy AT rife is a nice one shot one kill weapon. To bad my sniper one shot killed one of his own people with it. Oh well it still a lot of fun.  :o Thank you for a fun mod.

Thank you! :)
I am rewriting all the weapons at the moment and the pulserifle are going to be nerfed :)

Dawn.of.War.II weapon pack

Next release will contain a huge bunch of Warhammer 40k weapons. :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 10, 2015, 06:35:22 PM
Been working on a way to calculate values etc on weapons.
Currently i have following systems and i rely need help fine tuning them. But here code follows:

Code: [Select]
AS = Assault Rifle
HMG = Heavy Machine Gun
L = Launcher
LMG = Light Machine Gun
P = Pistol
R = Rifle
S = Shotgun
SMG = Submachine gun
SR = Sniper Rifle

EAS = Energy Assault Rifle
EHMG = Energy Heavy Machine Gun
EL = Energy Launcher
ELMG = Energy Light Machine Gun
EP = Energy Pistol
ER = Energy Rifle
ESMG = Energy Submachine gun
ESR = Energy Sniper Rifle

Weapon cost chart:
Code: [Select]
Weapon Classes Vanilla Value Available Mod Value
AS 325 100  to  800
HMG 900 400  to 1200
LMG 350 180  to  900
P 60 30  to  120
R 190 95  to  500
S 175 90  to  500
SMG 200 90  to  600
SR 370 160  to 1000

ticksBetweenBurstShots
Code: [Select]
AS
Average Cyclic Rate of Fire = ( [Cyclic rate of fire min] + [Cyclic rate of fire top] ) / 2
*(If only one value use that and ignore this.)

ticksBetweenBurstShots = -[Average Cyclic Rate of Fire] * 0,009 + 14

SMG
Average Cyclic Rate of Fire = ( [Cyclic rate of fire min] + [Cyclic rate of fire top] ) / 2
*(If only one value use that and ignore this.)

ticksBetweenBurstShots = -[Average Cyclic Rate of Fire] * 0,009 + 12


Experimental:

Assault Rifles Damage: [Ballistic Performers Energy (J)] / 250 = Damage
Assault Rifles Speed: [Ballistic Performers Velocity (m/s)] * 0.0745 = Speed
Pistol Damage: [Ballistic Performers Energy (J)] / / 60 = Damage
Pistol Speed: [Ballistic Performers Velocity (m/s)] * 0.14 = Speed
SMG Damage: [Ballistic Performers Energy (J)] / / 150 = Damage
SMG Speed: [Ballistic Performers Velocity (m/s)] / 10 * 1.4 = Speed !!!Gets to high!!!
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Vonholtz on January 11, 2015, 06:32:21 AM
I have been playing with your mod now for a week. I have found one small thing wrong. In the equipment racks and stockpile the Bolter name shows up twice. in the list for add or removing them from said zones or racks. The text is the same and as fare as I can tell I think the stats are the same to. But it just names it twice.

I hope this helps it a small thing but I just saw it earlier today when I was playing.  :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Hand on January 11, 2015, 07:17:38 AM
Hey Evul, gotta say Ive been using this mod pretty much from day 1 and I love how its grown and the sheer volume of variety its added the the game is awesome.

However i have a question, are you guys only going to be focusing of the portable weaponry side of things? or is there a possibility you may look at add some static defenses too?

There are so many sci-fi sentry guns out there, aliens sentry, warhammer tarantula (bolter las-cannon and missile variants). star wars blaster turret ect i would love to have a base with some better/random defense turrets guarding it.

I know there are already some turret mods out there however and Im currently using one of them but they all seem focused on adding variants of the basic vanilla turret. it would be nice to take a couple of the spare bolters i have laying about, strap them to a turret base and boom im protected by rapid fire explody death machines ;P

i hope you might consider this for a future expansion, it would help us put use to those stockpiles of weapons we build up from massacring pirates and raiders.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Hand on January 11, 2015, 07:19:59 AM
I have been playing with your mod now for a week. I have found one small thing wrong. In the equipment racks and stockpile the Bolter name shows up twice. in the list for add or removing them from said zones or racks. The text is the same and as fare as I can tell I think the stats are the same to. But it just names it twice.

I hope this helps it a small thing but I just saw it earlier today when I was playing.  :)

Thats because there are 2 bolters in the game, one red and one black they are individual entities so the game see's them as 2 individual item types however they have the same stats (i think).
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: SadisticNemesis on January 11, 2015, 08:44:58 AM
So I remember a long time ago when I last posted on this thread, I recall you saying you was going to make armour in this mod pack too? was this thought abandoned? :/
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: StalkerCZ on January 11, 2015, 08:52:46 AM
So I remember a long time ago when I last posted on this thread, I recall you saying you was going to make armour in this mod pack too? was this thought abandoned? :/
work in progress .. :)  you could see roadmap progress at Our mantis
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 11, 2015, 11:47:43 AM
I have been playing with your mod now for a week. I have found one small thing wrong. In the equipment racks and stockpile the Bolter name shows up twice. in the list for add or removing them from said zones or racks. The text is the same and as fare as I can tell I think the stats are the same to. But it just names it twice.

I hope this helps it a small thing but I just saw it earlier today when I was playing.  :)

Thats because there are 2 bolters in the game, one red and one black they are individual entities so the game see's them as 2 individual item types however they have the same stats (i think).

That is correct :) They have exactly the same stats. They only have different skin. But they are being reworked as for all other weapons in the mod. :)


So I remember a long time ago when I last posted on this thread, I recall you saying you was going to make armour in this mod pack too? was this thought abandoned? :/

StalkerCZ awnserd your question :)
http://dev.evul.nu/mantis


Hey Evul, gotta say Ive been using this mod pretty much from day 1 and I love how its grown and the sheer volume of variety its added the the game is awesome.

However i have a question, are you guys only going to be focusing of the portable weaponry side of things? or is there a possibility you may look at add some static defenses too?

There are so many sci-fi sentry guns out there, aliens sentry, warhammer tarantula (bolter las-cannon and missile variants). star wars blaster turret ect i would love to have a base with some better/random defense turrets guarding it.

I know there are already some turret mods out there however and Im currently using one of them but they all seem focused on adding variants of the basic vanilla turret. it would be nice to take a couple of the spare bolters i have laying about, strap them to a turret base and boom im protected by rapid fire explody death machines ;P

i hope you might consider this for a future expansion, it would help us put use to those stockpiles of weapons we build up from massacring pirates and raiders.


I have some turret planed:
http://dev.evul.nu/mantis/view.php?id=343
http://dev.evul.nu/mantis/view.php?id=328
http://dev.evul.nu/mantis/view.php?id=298
http://dev.evul.nu/mantis/view.php?id=153

But its a low priority. Also if we add them we what them to be more special. The mortar for exsample #343 (http://dev.evul.nu/mantis/view.php?id=343) is one of the "turrets" I've been working on. I wanted them to be like the sculpture and be able to be moved around. (If you manage to fix it it would be awesome. The demo none working code is in the task :) )
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: dareddevil7 on January 11, 2015, 12:45:23 PM
Maybe I'm not thinking clearly, but is there any way to craft the guns?
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 11, 2015, 12:54:30 PM
Currently no.
Title: Project Armory Explaining formulas
Post by: Evul on January 12, 2015, 12:26:39 PM
Range formula:
The formula for range work like this in Project Armory:

Code: [Select]
range = ( ( [Velocity] / 100) + ( [Barrel Length] / 20) / 4 ) + [AdjustmentValue]
The Velocity is the real world caliber velocity. This is divided in 100 to make the value smaller. Then you add the Barrel Length and this is the real world barrel length, you then divide this with 20. This is also to get down the numbers and have the barrel length effect the range more than the Velocity. These two values are then divided in 4; to dump the numbers even more. Finally you add Adjustment Value. This value makes the formula match the vanilla weapons range value.

The adjustment value for the Assault Rifles are: 16.2

Examples:
Code: [Select]
Type Class Velocity Barrel V Range Range

AK47 as 730,3 369,0 N/A 28,1
AK74M as 880,0 415,0 N/A 30,2
AKS-74U as 880,0 206,5 N/A 27,6
AS Val as 280,0 200,0 N/A 21,5
FN FAL as 833,0 533,0 N/A 31,2
M16 as 940,0 508,0 32,0 32,0
Steyr AUG as 940,0 508,0 N/A 32,0

(Post can be updated later. Cause it is cross referenced in first topic.)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: TrashMan on January 12, 2015, 03:22:49 PM
Next release will contain a huge bunch of Warhammer 40k weapons. :)

A have a bunch of 40K weapons done.

power fist, power sword, assault cannon, storm bolter, heavy bolter and flamer.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Plymouth on January 12, 2015, 03:34:10 PM
Next release will contain a huge bunch of Warhammer 40k weapons. :)

A have a bunch of 40K weapons done.

power fist, power sword, assault cannon, storm bolter, heavy bolter and flamer.
If you are willing to give, we can have those weapons(100% chance) implemented into the next PA release. Be wary, though. Textures may be modified by me(or completely replaced) to aesthetically fit the PA style more. We already have Heavy Bolter ready, btw. I am looking forward to see the Flamer, Storm Bolter, Assault Cannon, Power Sword and Power Fist.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: TrashMan on January 13, 2015, 03:22:51 PM
Allright...flamer isn't 100% done (not  satisfied with it) but I will put the files up soonish.

Bolt weapons are basically made for project armory anyway.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: TrashMan on January 13, 2015, 03:56:16 PM
Here:
http://www.mediafire.com/download/p8111ceksvyeis2/Astartes.rar

Includes everything I made, including the power armor and Termie armor. There's also the FullTermie Armor in there - I tried to make it one item so the head wouldn't clip and look better (head is better portioned and positioned in that one), but it didn't work.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Iwillbenicetou on January 13, 2015, 06:08:45 PM
Can you look at Company of Heroes 2? I'm sure it will give you some ideas for WW2 weaponry.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: StalkerCZ on January 13, 2015, 09:31:24 PM
Can you look at Company of Heroes 2? I'm sure it will give you some ideas for WW2 weaponry.

Hell yeh. What about those F...in german hofitzer. Or aaa got dami russian Katusha prototype. O my ....  :o
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evelyn on January 13, 2015, 11:23:16 PM
There are other ways to learn about World War 2 weaponry aside from a video game that has a very poor variety anyhow. Such as opening a book or reading Wikipedia if you're so inclined.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Cybergoth on January 14, 2015, 03:08:21 AM
Good mod, great job!
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 14, 2015, 03:40:09 AM
Good mod, great job!

Thx m8! :)

Here:
http://www.mediafire.com/download/p8111ceksvyeis2/Astartes.rar

Includes everything I made, including the power armor and Termie armor. There's also the FullTermie Armor in there - I tried to make it one item so the head wouldn't clip and look better (head is better portioned and positioned in that one), but it didn't work.

That armor was amazing O.O

Can you look at Company of Heroes 2? I'm sure it will give you some ideas for WW2 weaponry.

Are there a weapon in particular in CoH2 you whant us to look at? :)
We will probably add more weapons from WW2 weapons as soon as all our current weapons are updated. :)

We have done about 1/5 of the weapons done now and we have a working formula for calculating all the weapon values, exsept for warmup/cooldown cost and acceuasy. If some one have a smart way of handeling that please give me a call :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: TrashMan on January 14, 2015, 06:15:20 AM
Just one question:

I assume the bolters used in Armory are human-sized, not Astartes-grade bolters. That would be overkill.

One has to feel sorry for the poor guardsman
(https://img.4plebs.org/boards/tg/image/1373/20/1373201839033.jpg)

http://th05.deviantart.net/fs70/PRE/i/2013/188/e/b/astartes_time_by_eightball6219-d6cg0ad.jpg
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 14, 2015, 06:25:19 AM
Yes all pa weapons are able to be used by colonists so it is human size.
The bolter will have a speed penalty when I come to them :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: NoImageAvailable on January 14, 2015, 10:04:47 AM
There are other ways to learn about World War 2 weaponry aside from a video game that has a very poor variety anyhow. Such as opening a book or reading Wikipedia if you're so inclined.

http://en.wikipedia.org/wiki/List_of_World_War_II_weapons
And it doesn't even glorify Nazism

Speaking of new weapons, can we get an AK-12 at some point? http://world.guns.ru/assault/rus/kalashnikov-ak-12-e.html
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: StalkerCZ on January 14, 2015, 10:11:13 AM
There are other ways to learn about World War 2 weaponry aside from a video game that has a very poor variety anyhow. Such as opening a book or reading Wikipedia if you're so inclined.

http://en.wikipedia.org/wiki/List_of_World_War_II_weapons

Thanx ! Good to have all in one place.
And it doesn't even glorify Nazism

Speaking of new weapons, can we get an AK-12 at some point? http://world.guns.ru/assault/rus/kalashnikov-ak-12-e.html
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 14, 2015, 10:17:25 AM
Speaking of new weapons, can we get an AK-12 at some point? http://world.guns.ru/assault/rus/kalashnikov-ak-12-e.html

That one was cool! O.O

http://dev.evul.nu/mantis/view.php?id=459
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 14, 2015, 11:13:56 AM
Here is a little Developer Diary!
RimWorld Project Armory 2.18 Developer Diary (https://www.youtube.com/watch?v=v_ATKvyMkfs)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: dareddevil7 on January 14, 2015, 06:14:54 PM
could a riot shield be in the foreseeable future?
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evelyn on January 14, 2015, 06:22:36 PM
A riot shield probably would not be of much protection against high-powered military-grade weapons.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Bergfinn on January 15, 2015, 02:02:40 PM
Hey there,

first time poster and registered for this, is it correct that several textures seem to be missing? The KRISS Vector, Hand Mortar, VSS Vintorez, M78, Dragunov and lots others appear as cloth or other placeholder textures.

Could this be due to other mods interfering?

EDIT: Reloading the game seem to have solved it, however I am still intrigued about what could have caused it.
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 15, 2015, 03:15:29 PM
When activating a mod that have textures you always need to restart the game. Else strange thing might appear.

I have never encounters the graphic bug on the weapon my self but i have seen it on other mods.

EDIT: Also Welcome to the forum :)
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Professor Cupcake on January 15, 2015, 04:48:39 PM
So you have an L85A1, but not the A2.

Boy, am I glad weapon condition isn't a thing yet :P
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Evul on January 15, 2015, 04:51:21 PM
So you have an L85A1, but not the A2.

Boy, am I glad weapon condition isn't a thing yet :P

You sure about that? ;)
Weapon health is some times reduced or increased depending on the weapon. Ak have 150 health instead of 100 but it does not effect anything. :p
Title: Re: [MOD] (Alpha 8) Project Armory (v.2.17)
Post by: Professor Cupcake on January 15, 2015, 04:58:33 PM
it does not effect anything. :p

Precisely.

On a side note, would there be any chance of gettin