Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Evul

#241
Ideas / Re: Packed Lunches, Food on the go?
January 07, 2015, 08:56:41 AM
Agree!
I actually had a colonist that entered the map with food and later ate it. But I agree that colonist should be able to have food to go on lokger tipps.
#242
Ideas / Re: Multiplayer P2P No Frills.
January 07, 2015, 08:23:59 AM
This topic have got a little out of hand.
Please keep to topic
. Even tho this is a mod request? Is it?
/MOD
#243
Look! Its a puppy!




But seriously it have been standing still due to mayor things on PA. Will get back to this as soon as i got some things running.
#244
Send mrofa a pm :)
#245
Support / Re: Wont let me download new version
January 05, 2015, 04:41:02 PM
You can send a e-mail to: [email protected]
and ask hem to reset the download counter for your email.

https://ludeon.com/forums/index.php?topic=1875.0
#246
Ideas / Re: Dying of Clothes,Armor
January 05, 2015, 12:41:21 PM
Dying cloth whould be nice and cool. Especially when you are only available to buy coloured cloth.

Also note about mod suggestions; keep them on the mod forum. This forum is for game feature suggestions. :)
#247
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
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 :)
#248
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
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
#249
Ideas / Re: Prisoners... More Prisoner like.
January 02, 2015, 09:41:19 PM
I remember the good old days when you could torture them and make them join you xD I should like some characters with sertain traits be able to do that to prisoners when theren they are wardens. Not that they should join when treated like that but the colonist should be more evil.

I would like a way to get then out of the cell so they suppress the cabin fever. And a outdoors prison or prison work area whould be awesome for that.
#250
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
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.
#251
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
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 :)
#252
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
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. ^^
#253
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
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:
#254
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 01, 2015, 11:46:39 AM
Quote from: 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)
Ok then i think i'll remove them. Will add it to a task in a bit. :)

Quote from: NoImageAvailable on January 01, 2015, 11:27:33 AMand the RPD is classed as modern weapon instead of WWII.
Actually they exist form both. :P
But yeah i will fix that.

Quote from: NoImageAvailable on January 01, 2015, 11:27:33 AMAnd 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 :)
#255
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 01, 2015, 11:14:57 AM
Exsample documentation:


[attachment deleted due to age]