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Messages - MayPeX

#1
Mods / Re: Essential mods
June 25, 2018, 01:51:17 PM
Quote from: DizzyCrash on June 20, 2018, 03:48:03 PM
I wont give you the same pussy response all these others are. You want a answer and so i am going to actually answer you.
#2
Updated to 1.42 [B18]
Patched an issue that caused unfinished Titanfall guns to have the prefix "Wood", "Steel" or other materials, potentially causing the finished gun not to be produced and resulted in wasted resources.

Download Beta 18 Rimfall 1.42:
Dropbox
Steam Workshop
#3
Updated to B18
Moving forward the Rimfall mod will expand into apparel related to the main two factions of the Titanfall universe, The IMC and the Militia. To be expected is various armour grades from Grunt to Pilot kits, (plate carriers, helmets, uniforms, accessories, jump kit, etc.)

Secondly, I'm not very keen on retaining old and previous versions of the mod. This includes the mod on Steam Workshop. However I am also not into breaking save files of other users. If there comes a time where the mod will cause a save file to become corrupt due to an update, a second version of the mod will be uploaded separately with appropriate warnings stating so.

Download Beta 18 Rimfall:
Dropbox
Steam Workshop
#4
Quote from: KLk on August 26, 2017, 04:34:49 PM
Quote from: WereCat88 on August 26, 2017, 04:06:34 PM
About that that Rimfall CE patch on the CE post, where do you put the xml file? i cant get it to work.
And where it is

There is no CE Patch for Rimfall, at least not done by me. If you are refering to MisterMasada then he created a patch for Combat Realism which is discontinued.
#5
Quote from: rambo on June 18, 2017, 06:17:14 AM
Yes the patch is there go on the replies on the ce mod page

Ps: will there be some actual titans or you dont have plans at all for it

Planned, yes.
#6
I have no intention of creating a CE patch currently. I've only just rebuilt my machine, I'd rather finish off the remaining weapons to be included before doing a compatibility patch. It will create a lot of unecessary work and breakup development.

Now that I am more available I will focus my attention on implementing the remaining weapons then look at a CE patch.
#7
Mods / Re: Is sound designing of any use?
May 28, 2017, 04:43:04 PM
Just to chip in, I think it's always worth looking into sound design for mods that make use of audio. It's awesome to see new content being added into the game, but hearing the same audio files used for various things can be somewhat lacking. Despite my poor excuse of a mod, (I am a audio designer before I am a modder) I do my best to give what I can unique audio.

So currently the weapons mod I have based of the Titanfall each have a dedicated audio file for each firearm. Some of them I would splice multiple sources together to come up with something more unique, while others are sourced from premium sound libraries that I have collected over the years.

There's something pretty nifty about hearing a different sound on whatever it is that makes it, new sounds on weapons stand out really well, as they will be an audio cue to identify the weapon being used.
#8
I will be extensively interested in the development for this mod. I wish the you very best making it.
#9
I took sources from the Titanfall wikia page on Ammunition. http://titanfall.wikia.com/wiki/Ammunition

And notably from Ahoy's channel, he mentions cartridges roughly a minute into each video. https://www.youtube.com/playlist?list=PLOQZmjD6P2Hl5SosoDVcVt1w3xR3WgkZ9

Regarding Titanfall 2's additional weapons there is solely a lack of information on them. Making an educated guess would be the best thing to do.
#10
Quote from: MisterMasada on January 19, 2017, 09:12:31 AM
Do you have any plans for Combat Realism compatibility?

Short answer, yes.

However I feel I will work on Combat Realism compatibility once all weapons have been accounted for. So it may be some time before you see a patch from me. Saying that, I have no issue with anyone else making a patch in the mean time and sharing it. My reasoning is that I don't want to have to updates the base mod and update a CR patch every time a new weapon is added. I'd rather get it all done in one go after all the weapons are in.
#11
[A16] Rimfall: The Frontier updated to 1.20
- Alternator sub-machine gun added.
- V-47 Flatline art update and damage increase!
- Spitfire LMG slight resource increase, reduced damage and reduced projectile speed.
- CARSMG reduced range to be more in line with other SMGs.
- SmartMk5 projectile speed increased.
- Archer Heavy Rocket resource cost adjustment.

See changelog on first post, Steam Workshop description or the in-game mod description.
#12
Help / Re: My MOD error Help me !please
January 15, 2017, 08:53:16 AM
Quote from: RawCode on January 14, 2017, 10:59:56 AM
please do not post text as image, if you think that reading blue chars with black background is fun, you are wrong.

You could just help a guy out?

For Cooldowns, Rimworld has changed from Ticks to Time. Time uses seconds/milliseconds.

"defaultCooldownTicks" is now "defaultCooldownTime"

Hope this helps.
#13
Quote from: Helixien on January 06, 2017, 11:52:50 AM
Quote from: SNKcell on January 06, 2017, 11:49:49 AM
is this save compatible?

Since it is only weapons and research being added, it should be yes. But better wait for the mod author himself.

It should not require a new colony to work, you should be able to load the mod on existing saves you currently have. That being said, it is always safe to create a backup save before doing so in-case of one off conflicts.
#14

Description:
A Titanfall mod. Over the course of the mod's development. Weapons, apparel, structures, items, creatures and other utility options will be implemented. As the mod progresses, the mod will be obtainable as a master file containing all content in one package. The mod will be split down into modular segments to allow users to pick and choose what they want added to their Rimworld experience.

The mod will bolster familiar weapons, armour, uniforms, equipment and more.

Inside the mod:

Weapons:
- 33 Ranged Weapons craftable via Machining Table (A separate crafting table to be added soon due to the amount of weapons added.)

Research:

- 5 researchable techs done via Research Bench
- advanced frontier firearms (Unlocks the CARSMG, Smart Pistol Mark 5, G2A4 Rifle, Longbow DMR and Spitfire LMG.)
- anti-titan rifle production (Unlocks the Kaber AP Sniper.)
- anti-titan weaponry (Unlocks the Archer Heavy Rocket Launcher, Sidewinder Micro-Missile Launcher and the Mag Launcher.)
- precision charge rifle design (Prerequisite for the Precision Charge Rifle, also require Charge Shot research.)
- firearm refinement (Gain access to 4 weapon variants of iconic Titanfall weapons.)
Does not require new save.

Changelog:
Update 1.42:
- Patched an issue that caused unfinished Titanfall guns to have the prefix "Wood", "Steel" or other materials, potentially causing the finished gun not to be produced and resulted in wasted resources.


Update 1.41:
Patched for B18.
- B3 Wingman Elite added as a weapon variant researchable from Refined Arms research.
- Several weapon balance changes, some weapons should feel more indivudal from one another.


Download Rimfall 1.42:
Dropbox
Steam Workshop

Does not require new save. (Back up any saves on the off-chance the mod causes a conflict.)

Mod development Stages:
  - Stage One: Rearmament (Weapons) - Finished
  - Stage Two: IMC Kit Outfitting (IMC based Uniforms, Armour and other clothing.) - Planned
  - Stage Three: Militia Resupply (Militia Based Uniforms, Armour and other clothing.) - Planned
  - Stage Four: Colony Structural Planning (Titanfall lore friendly structures, production tables and other building pieces.) - Planned
  - Stage Five: Wildlife Re-Education (Implementation of Titanfall creatures.) - Planned
  - Stage Six: Spectre Program Reactivation (Implementation of Spectre drones, both colonial and combat.) - Planned.

License:
- You may include this in mod-packs and if you feel it is needed, adjust the mod to fit your criteria. Do send a private message first.
- I would rather there are no derivatives of this mod outside of the mod-pack realm.
- You may create compatibility patches for this mod of your own choosing, do link the patch here in this thread.
#15
Unfinished / Re: [WIP] Project Armory
October 07, 2016, 03:53:41 PM
Wouldn't it be possible to call upon numbers that if sharp protection is over a certain threshold it significantly reduces the damage output of the musket shots?