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Messages - Chicken Plucker

#181
Hey all. Just some slow progress report on Task Force 141. I'm redoing some of the UI for enlistment.

Missions
Rangers version:

141 version:

Note: Mission screen may change for 141 also.

Salary
Rangers version:

141 version:

Note: 141 will pay more though they may pay less frequently.

Provisions
Rangers version:

141 version:

Note: 141 provisions will include something like:
x100 MREs
x30 Medicine
x2 Crye CAGE body armour
x2 MICH Helmet (141 A)
x2 Flyye X Belt (Assault)
x2 141 fleece
x2 DCU BDU pants

Every 5 days? Maybe 7 days? Open to suggestions on the contents and the frequency.

No weapons included, weapons provided are to be the responsibility of the commanding officer of the militia attached to the unit. (That means you guys)

I thought weapons need to be your responsibility since you couldn't have possibly enlisted to 141 without having some sort of firepower. Their requirement to join will be a lot more in relations than rangers. I may just set it to +75. This means no random early start settlements (with the exception of rich explorer) can just join this special operations unit. I thought them throwing a ton of rations at you, some medical supplies and issued uniform could be reasonable enough since it's kinda like that in real life (Kinda. You break it or lose it, you get charged for it). If it was time for exercise they just throw ration packs at you.

I'm guessing in the current dire circumstances of this faction's planet, they'd be happy to throw a lot of provisions at anyone trustworthy and worth their salt to be part of the unit.


We could just chock it down to "Guys, we have to give you some responsibility. We pay a lot to have you around already."

Storage
Rangers version:

141 version:


May leave most of the training ones alone, may change the enlistment, resign and mission screen. May keep most of these for other modern military factions. We shall see. They will basically do the same thing, some may pay out different things than others and will have different art to give that unique feeling for each faction. If I ever do a similarly themed faction I may just leave some of the icons alone.

Finally, I may not include part time work option for Task Force 141 since they may just give a set payment that is larger than the Rangers.



Ghost's new balaclava. New 141 Boonie and ear defenders yet to be done.

May also redo the Type B helmet and throw in the patches and etc. for that one just because I prefer it's colour.



In addition to this, I'm also gonna inform people here that 141 operators will now flee from combat when they're losing a fight. Realistically, people want to live and see their families again, not die for some strangers who are getting overrun, in some foreign land that isn't their neighbourhood. "Fuck this. I wanna go home." I feel it'll be more realistic than letting them fight to the death when there's a few of them left vs an overwhelming force where their pawns are likely to die. Sadly hits close to home, as much as soldiers may get paraded around as heroes in movies (not saying there aren't any heroes), they're people who wanna go home too.

Any thoughts about these, feel free to drop them here.



That's all for now. No, Steam's DMCA team has not gotten back to me about Rimdeed. Actually approached a pro bono firm that specializes in IP infringement cases like these, usually for small companies and individuals, but they're saying since I'm some hobbyist they won't get involved. Asked for the email sent to me in case they could help but I don't even know if I should bother if they've already given me a "no". All I wanted is some kind of firm letter clearing the air that my work is protected by fair use so I can be left alone. Can't be arsed for this drama when I'm already dealing with grown men acting like high school kids in the army. One step at a time.



Quote from: Skynert on October 26, 2021, 08:20:31 AM
Whaat? Stupid Steam ;/

Wish they'd stand up for us being that this is their platform and they're big enough, but they wanna make money not square off with other companies in lawsuits so they'll not deal with the politics. I don't blame them.
#182
Task Force 141 progress report: Almost done, in testing


Chosen this new preview, wasn't entirely happy with the other one. I also have no time to do it properly with detailed and drawn characters sadly, so I did it abstract like. Thoughts?

World map settlements:


In-game info:


Currently having some issues thanks to the ideology DLC. Faction is running into some errors. I want them to be a bit violent when it comes to prisoners and such, to fill the character but I don't have much control on their ideology thanks to the way it's coded in .xml and the rest being in C#. More reasons for me to dislike the DLC.

Feels out of character enough for this faction to wanna parade around some random gods or memes and precepts when their main focus has just been fighting wars and etc.

I'll just work around it. As long as the faction works everyone should be happy.

Pawntype screenshots:






I've coded the pawntypes to have randomized colours on their fleece, random choice of pants, random choice of webbing regardless of their weapon class, random choice in helmet and whether or not the pawn wants to wear a goggle or a mask (those two being colorable). Allows for a smooth unique touch for each spawned pawntype while still maintaining uniformity.



The boys are back in town. Yes you may find they look a bit odd compared to before, that's due to them now having pants added more as a display and not part of the outfit and being more vanilla in design. Their body armor is a Crye CAGE just like before done by Fiendakko, our lovely apparel artist and he's also done the official MW2 webbing that 141 uses. I threw in the armor as a personal design choice since I feel these guys running around without body armour is certain death if they're trying to secure the outer rimworld for their planet's refugees.

Two versions of the 141 helmet and a colorable fleece jacket.


MICH Helmet 141 A

Version design based on Roach's helmet


MICH Helmet 141 B

Version design based on Rook's helmet


Crye CAGE
Artwork by Fiendakko

So as you may notice there are no attachments and the armour is plain. You may go "what the heck?! The old design was more interesting!" Yes you're right, however this allows the body armour to be more modular. We have 4 types of webbings (One of which shown below) and these will be worn over this body armour so you can have different configurations of how your pouches go.


Flyye X Belt AR (Comes with 3 more other variants)
Artwork by Fiendakko


Based on the Gunner, Sniper and SMG class of Task Force 141 models from MW2 (using GMod references), painstakingly done by Fiendakko by hand which took him ages to bloody do. Happy with his work and the results.



Enlistment:


You will be able to enlist and join Task Force 141. I'll allow them to issue you new equipment in their provisions and whatever to replace your worn out gear or to equip your guys with fresh kit often without having to produce them yourself. The one thing I want to do to separate them from Rangers is make it harder to join, so I'll make it so that you have to be about +75 or maybe +100 relations with 141 before they let you join them.

I understand some may not like the feature cause they're meant to be a special operations unit, thankfully can be explained away with Warzone's storyline where Cpt Price recruits Farah and Nikolai into 141, those two being mercenaries (Farah technically since joining Chimera) and not necessarily having to go through selection. Shepherd did call them "The world's best hand picked warriors."



Will change the logo on some of these later, i.e. salary will feature a money envelope and others looking more modernized and military-tacticool-esque.



As you can see, you can be enlisted in more than one faction.

Reinforcements with two enlisted factions:


Tested how reinforcements work with more than one enlisted faction



Thankfully not buggy, you get a random faction being sent to aid you, first one that came was 141



Second time were rangers



Shot of the two faction pawntypes being near each other for comparison.

Modularity with Rimmu-Nation 2 planned




Their weapons are coded in the way that they only have 4 types: M4A1 Task Force, FN Minimi 7.62, THOR M408 and RSASS. If you however have Rimmu-Nation mods turned on they appear with all kinds of weapons, which will come in a new update having added new tags to coalition themed weapons.



Pardon the lack of communication, missed about 2-3 months worth of updates. Life here in the training regiment hasn't been luxurious and have been demanding more and more of my time. Have been improving my fitness and some skills on the trade. Spending more time with family as a result of added stress trying to get along with other squaddies and trying to be good enough for the job. This has resulted in less and less time put in modding, so I've spent more and more money to get these projects done. Special thanks to fiendakko, TMC, Ods and the other guys who have been helping. I plan on getting more stuff done soon as possible.



Quote from: Tutankhamun on October 11, 2021, 09:17:05 PM
Why are you making the factions standalone? Wouldn't it be easier for you to make them depend on the weapon and apparel mods to function? I'm pretty sure the great majority of the people will use both when using any of your faction mods. Sorry if i sound offensive or anything.

People who don't use my mods but want to use the factions don't use Rimmu-Nation already. Most of the people who would get into the factions may just wanna populate their world, but not be interested in everything else this mod series has to offer. This is more obvious when watching streamers like Mr. Streamer aka Samuel Streamer or Rarr who have enabled my faction mods before but they weren't interested in Rimmu-Nation.

I'd rather people can pick and choose and find things interesting than be turned off by an option they have to make, which is enable all these RH2 mods or have none of them at all. They'd end up going with the easiest option, so I'd rather provide the easy option to pre-empt that.

Quote from: Mordo on October 23, 2021, 06:55:16 AM
Hi, is the Rimdeed mod discontinued from the Steam Workshop?



I'm waiting for Steam Support's DMCA team to get back to me and see if they're willing to unban the mod under the defense that it's a fair use parody mod. If they don't re-instate it and side with Indeed.inc which I feel is where it's headed towards, I'll rename the mod and re-release it since I'll have no choice.

I've asked if I can rename the mod and they unban it (since that will remove all content that caused the mod to be DMCA'd in the first place) but steam support seems to be very robotic in dealing with the issue and won't give me any human response that goes along the lines of "yeah that sucks man, we'll let you rename the mod and unban it. should be no problem" instead I get play by play, guidebook responses that seem to accumulate into "This is your problem, it's between you and Indeed.inc".
#183
Rimmu-Nation 2: Clothing 1.3 fixes

GOOGLE DRIVE Red Horse 2 1.3

- Fixed 1.2 version being broken due to new eyewear update




Just some fixes, some updates still waiting. Everyone's been busy, including fiendakko and other guys like TMC I've been commissioning so there's not a lot of progress on the mods.
#184







Task Force 141

Work in progress:

Apparel:

141 Fleece Jacket


Crye G3 Field Pants (Arid MultiCam)


"Webbing A" (Artwork by Fiendakko)


"Webbing B" (Artwork by Fiendakko)

Weapons:

M4A1 Task Force
Description: Will be the main weapon for Task Force 141 pawntypes. May not include variants of the MP5 and UMP for the faction and just minimise the need to make more weapons due to budget and time constraints. Design is taken from the Modern Warfare 2 game.


FN Minimi 7.62 (Artwork by: Erok)
Description: Minimi chambered in 7.62 to fill the general purpose machinegun role


RSASS (Artwork by: Erok)
Description: Marksman rifle for Task Force 141 sharpshooter pawntypes


THOR M408 (Artwork by: Erok)
Description: Upgraded version of Intervention, made with a longer barrel intended to go even further than the original design it is derived from.



Quote from: NPC_CONSCRIPT on September 07, 2021, 03:25:03 PM
Hey, are we going to have allegiance TF141 and some other factions make a come back in 1.3 or will you either leave them to die or just update their compat to 1.3?

Quote from: Chicken Plucker on February 13, 2021, 09:46:24 PM
The goal of these mod series is to remaster all of Project: Red Horse. Hopefully improve coding, declutter and textures to "resemble" vanilla closer. Can't make promises but I'll try.

The answer is in the first post. The real question I think people want to ask is, are we gonna get them back soon?

These mods take time to make, they cost money to make. This month I've paid Taranchuk and Erok almost 200 USD in total for C# coding fixes thanks to the 1.3 fallout and Task Force 141 weapon art. I will owe Fiendakko more money when he's done doing their webbing. If I don't hire these people to help me make these mods, nothing will be made because of my current career requiring more of my focus than RimWorld.

All the hours and money I could be saving, spent trying to progress these mods which are now being done in higher quality one step at a time, only for the developer to destroy all progress with new updates for the game, combined with pressure from mod users to fix this, fix that or update this and update that? It can be a bit overwhelming.

The mods are planned to be remade, I've said so already in mod collections on Steam and the front page of this post. What I can't do is make things go faster, nor do I want to since I cannot prioritize my welfare for this game any more than I am. They will be done in a certain order and they will take time. It can go on for 2 years till they're all back, and if it takes that long or if I decide to retire modding before I finish them then so be it.

Disclaimer: I'm not having a go at you personally, I've been asked the question multiple times and some a lot less polite than this so what I just wrote above hopefully explains all of it since some ask me what you've asked, when what they really want to know is if the mods will be back tommorrow, this month, this year or etc.

All the ranting and moaning aside, 141 happens to be the current mod I'm working on since progress began during the time Rangers faction was made (Posted some pages back) and I'm picking up where I left off.

Quote from: GoldenLizard on September 09, 2021, 06:58:38 PM
こんにちは ! I am making a mod with tank-mechanoids. Can I borrow your code and edit it to be unique for my mod and to avoid future conflicts?

Spoke to you in Discord. I'll re-explain what we discussed for the benefit of those interested in reading.

It's a code broken by the base game. Mechanoid flesh which causes the "Tanks" not to bleed and draw blood are what it patches, but they end up causing the tanks to spawn in ancient sites and mechanoids incidents. It doesn't work cause it's just hardcoded in the game for it to happen. One of the many frustrating things I can't get around right now. I just recommend people wait for the vehicles mod.
#185
Rangers 1.3 update


GOOGLE DRIVE Red Horse 2 1.3
The following mods have been updated:
- Faction: Rangers
- Unlimited provisions issue fixed
- Intended interval set to x2 provisions per day.




Quote from: Skynert on August 31, 2021, 04:30:39 AM
No Steam version?

Because it's not ready. It takes time to polish everything, it took me 4AM on a day before an exercise to prepare previews for the other mods so I'm not gonna rush this one cause my current top priority is the gym, queen, country and making her majesty proud.
#186
Rangers 1.3 update


GOOGLE DRIVE Red Horse 2 1.3
The following mods have been updated:
- Faction: Rangers
"The boys are back in town!"
- Rangers now have an ideology
- Story tweaked to be shorter
- Other 1.3 fixes


BCD - CASEVAC
- Can now CASEVAC enemies, will turn them prisoner upon rescue
BCD - First Aid
- Cannot perform first aid on mechanoids anymore
Rimdeed - Pawn Recruitment
- Applicants no longer face backwards in their application photo
Hand-To-Hand
- Sounds are no longer onCamera. Update only applies for 1.3 version.

Updates by Taranchuk

It's late, any issues will be looked into with rangers later. Gotta go folks.



Quote from: MrBriggs18 on August 23, 2021, 01:50:04 PM
For a moment I thought that Snake is actually shooting those explosives and failing miserably.

Nah man, he's Snake. He's a legend, a myth. I heard he single handedly took down Big Boss back in Zanzibarland
#187
Rimmu-Nation² - Security 1.3 update


GOOGLE DRIVE Red Horse 2 1.3
The following mods have been updated:
- Rimmu-Nation² - Security

Rimmu-Nation² - Security
- Anaesthetic.dll causing errors removed
- Removed duplicate sound folders for 1.2 and 1.3




Quote from: Skynert on August 22, 2021, 05:36:55 AM
Thanks. My cartel boss needed this Desert Eagle

Come on mang, joo got a lotta bols to yoos a desert eegol mang.

I apologize in advance
#188
Unfinished / Re: Making new eye implant
August 21, 2021, 10:28:32 PM
Yeah sorry my friend, I personally can't offer you advice on that new mechanic since I haven't looked into the new bionic eye system yet personally, hopefully someone else can have a more helpful advice who knows.

I recommend you post this in the correct subforum, like "Help" or something, since this is the unfinished mods area you may not get the same kind of assistance as you would going to those places
#189
1.3 updates "Season 8, feels late"


GOOGLE DRIVE Red Horse 2 1.3
The following mods have been updated:
- Rimmu-Nation² - Weapons
- Chicken Mitchell² - Hairstyles
- Randy Burgers - Fast Food Set
- BCD: First Aid
- Hand to Hand
- VOID Storyteller

Chicken Mitchell² - Hairstyles


- Carlos hairstyle + facial hair from Resident Evil 3 remake added

- Stiglitz hairstyle from Inglorious Basterds added

- Solid Snake hairstyle from Metal Gear Solid added

- Sheva hairstyle from Resident Evil 5 added

- Old version fixes for compatibility

Note: 1.2 version and below do not get the new hairstyles.


Rimmu-Nation² - Weapons

- Tag name fixes
- Hanzo Katana added
- Vanilla Expanded Framework patches, Special thanks to qux

New weapons added:

- Desert Eagle

- PT92 SF

- M1014

- PP-19 Bizon

- AK103

- FB Beryl

- R1 Para

- FN FAL

- Romat FAL

Special thanks to Fiendakko for doing FB Beryl, PT92 SF and the AK103

VOID Storyteller

- Big threat interval fixed to be like the classic version.

Randy Burgers
- Errors removed for jobdef caused by old core 1.2 files leftover by accident

BCD: First Aid
- Set job description to "performing first aid" rather than "doing something"

Hand-To-Hand
- Mod option to allow non-humanlike to autocast added (Note: pointless if non-humanlike has no skill stat)
- Mod option to allow targetting animals and mechanoids added
- Failed ability cooldown now takes twice the time of a successful ability cooldown
#190
Unfinished / Re: Making new eye implant
August 21, 2021, 05:54:49 PM
Hey man, do you mean adding new eye implants that don't result in permanent new eye graphics for the pawn?
#191
[RH2] VOID Storyteller added
Chicken Mitchell² 1.3 updated, version fixes


GOOGLE DRIVE Red Horse 2 1.3
The following mods have been updated:


- VOID Storyteller
- 1.3 update for The VOID Storyteller, comes with new artwork for the character and new descriptions.
- Difficulty slightly increased.

- Chicken Mitchell² - Hairstyles
- Loadfolders fix for 1.1 and 1.2 version, mod will no longer boot 1.3 folder for the older versions.
#192
Rimmu-Nation² - Clothing 1.3 updated


GOOGLE DRIVE Red Horse 2 1.3
The following mods have been updated:
- Rimmu-Nation² - Clothing

Rimmu-Nation² - Clothing

- Eyewear fixes
- Hoodie texture moved




Just did a quick update for this. Been spending time on new weapons and new hairs, too tired to talk. Special thanks to qux for pointing out a lot of issues and Tony Redgrave for the eyewear report. Had no other artwork or screenshots so I left the BCD Booklet and CPERs card instead from the mods  8) 8)

Quote from: Tolarean on August 12, 2021, 07:14:41 AM
Hello, I have noticed something weird with the apparel mod.
It does not allow me to wear ballistic glasses along with a helmet that does not cover eyes. Be it a vanilla helmet or one from the apparel mod.

Yes, it was pointed out to me in Steam. This is due to the new update for 1.3, I'm happy someone told me so thanks. It's fixed in the next update

Quote from: MrBriggs18 on August 10, 2021, 05:06:26 PM
Tommy's my primary association with that one. One of the first games I had and so on. Rest well, if you can.

I'll try bro
#193
1.3 Updates V


GOOGLE DRIVE Red Horse 2 1.3
The following mods have been updated:
- Rimmu-Nation² - Clothing
- Rimmu-Nation² - Weapons
- Rimmu-Nation² - Security
- Chicken Mitchell² - Hairstyles
- Uncle Boris' - Used Furniture



Uncle Boris' - Used Furniture
- About.xml description tweaks
- Plywood wall HP nerf to 80

Rimmu-Nation² - Weapons

- Ksp 58B weapontag corrected
- Bug fixes with cost for the melee weapons, stuffable weapons not being craftable

Note to self: Missing Hanzo katana to be fixed later

Rimmu-Nation² - Clothing

- GP5 texture missing fixed
- Balaclava spawn rate lowered to 10% for NPC
- Display texture for dropped apparel fixed to be a proper display icon

Rimmu-Nation² - Security

- About.xml properly credits Taranchuk

- Chicken Mitchell² - Hairstyles

- [RH2] tags removed for all hair labels to better blend in with vanilla
- Certain tribal style hairs tagged for punk to also spawn with pirate ideology



Made all these crazy previews for the Steam release, Not finished yet since I am yet to showcase Uncle Boris furnitures and label them. See you all later with new stuff, I'm on leave so I should get more rest than this.

Finished my exercise, I summarize it with the word "mountain" and it was crossed. Flippin went in first day, slept at 3:30AM uploading my mods for Steam and the next following days were just an absolute physical and mental beating. Anyways, been practicing character art with the previews, still trying to get the hang of drawing females. Guys, I'm going to bed.




Quote from: Skynert on August 02, 2021, 03:57:20 AM
Thank you. Now my mod list is complete

awh heck Skynert, not till we get back the rangers

Quote from: MrBriggs18 on August 03, 2021, 04:19:05 PM
Now I didn't check in here for a lot of time since my computer went boom, glad to see there's a lot of new stuff since then. Especially glad for hawaiian shirt, that's among the things I actually feel something about. Cheers.

Yeah for some reason the simple plant patterns makes it. Also reminds me of Tommy Vercetti from GTA Vice City when it's Synthread
#194


1.3 Updates IV


GOOGLE DRIVE Red Horse 2 1.3
The following mods have been updated:
- ALL mods except Rimdeed and Randy Burgers mod.


Guys I'm awfully out of time as it is, still not fully packed for exercise and prioritized these mods for steam release over sleep. Gonna regret it tommorrow.



Here's the rundown:
- All furniture pending to be added for Uncle Boris is now here, i.e. Walls and new beds etc.


- All beards and moustaches separated for Chicken Mitchell 2 1.3 version.
- 3 new beards, Stone Cold, Kratos and Delta.


- 1.2 support added for all 1.3 mods (EXCEPT for Uncle Boris' Used Furniture)
- People properly credited in descriptions
- MD97 Brazilian made rifle added for RN2 Weapons
- All un-added apparel except for police uniforms, hats and pants added for RN2 Clothing



I'll be away 02 AUG to 05 AUG for exercise green sapper, won't be able to respond to you guys then.



Gonna quickly respond to you lads and then finish the last detail before sleep

EDIT: HOTFIX for GP5 missing south texture



@Dificlty - Spoke to you in PM my friend, will be away for a week. Hope you keep in touch, feel free to lemme know if anything!

@0Jhon-wick0 - Hey there! I added the MD97 rifle for you, had too little time to add anything else for now. Hope that was something. Commissioned Fiendakko to do it, special thanks to him!

@adarta - Me too my friend, cheers

@qux - Yes but it's 200% faster with -25% tend quality depending on medical skill

@SteelTitan - Cheers, welcome to the forums!

Gotta go folks, no joke. Still doing freaking previews for Uncle Boris on steam.
#195
1.3 Updates 3


GOOGLE DRIVE Red Horse 2 1.3
The following mods have been updated:
- Uncle Boris' - Used Furniture
- Hand-To-Hand

TV Building art done by DanDMan68

Uncle Boris' - Used Furniture

Xbox 360 gaming console

Dan was doing this on my way back to camp. Threw in another update before monday, haven't packed my stuff yet so I will now. Things took longer to fix as they always do.

Console has a viewing radius of the megascreen but needs manipulation to use. Not recommended for pawns who don't have working hands in the hospital


Xbox 360 controller mote effect (renders when pawn uses the console)

I did this mote effecter when the console is being used, your pawns will have a little controller to use. Please let me know if you guys think the scale of it is too big or whatever.

- Fixed our modded TVs not working for patients in hospitals
- Fixed Panasonic LCD TV not using flatscreen research
- DanDMan68 added to credits

Hand-To-Hand
- Autocasting from NPCs are on by default again (can be changed in mod settings)

Off to the weekdays my friends, see you next time.




Quote from: qux on July 25, 2021, 09:20:04 AM
soooooooo good!!!

Cheers brova

Quote from: danielyan on July 25, 2021, 10:38:12 AM
Does any of the mods work with combat extended?


Maybe the Uncle Boris' - Used Furniture mod, BCD and CPers mod, everything else? Most likely not.

Quote from: foxr3y on July 25, 2021, 12:10:44 PM
Awesome! I really love your mods. Thanks for updating it to 1.3! I've been really waiting for this, now I can play with cool guns and uniforms  8)

Cheers Foxr3y!

Quote from: Skynert on July 25, 2021, 12:24:55 PM
Yaay!

GOAL GOAL GOOOALL!