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Messages - Razzoriel

#256
Congratulations on the release, OP.

Again, I'll voice my only gripe with CE/CR; it uses the same damage, armor pen and bullet speed for every single weapon, making it difficult to code different firearms with the same caliber and differ them accordingly. Example: 5.56mm. In a nutshell: 5.56mm out of a 5' barrel has 1900 fps velocity; out of a 12' barrel, 2900 fps. That is 50% difference in muzzle velocity that most certainly account into all the three stats I've laid out earlier.



This can be solved by simply making the shooting verb of the specific firearm inherit the stats, instead of the bullet type. This way we have more customization and can assign different armor pen for different weapons. Possibilities suddenly become endless; you could make thirty 9mm guns and each would operate differently under not only those three, but all the rest of the stats.

It also does not cover fall-off armor penetration according to the range of the guns, but that is very passable.

EDIT: Disregard what I said; it can be done by making multiple    <CombatExtended.AmmoSetDef> with different projectiles based on the same ammo set.
#257
Ideas / Re: A18
June 05, 2017, 08:31:55 AM
Minified cabinets for weapons. I want to store 20 miniguns in my wooden storage rack and 20 pistols in my steel storage rack, than post in the forums blaming Tynan for poor developing skills by not accounting mass in racks. Because I'd rather be complaining about that than having each square storing one weapon in my dream armory.
#258
I won't mind a second drill which can be minified and carried around at a huge resource/research cost (3+ standard drills). Otherwise, what Hans said; rebuilding the drill is like repairing the drill bits and such.
#259
Is it licensed? Can others use your textures? I'd love to use them in a personal overhaul I'm doing.
#260
Mods / Re: A17 animal retaliation fix?
June 03, 2017, 06:00:58 PM
Yea, you don't have to mod the game to do what you want. Train them to be Released.
#261
Quote from: NinjaDiscoJew on May 31, 2017, 07:19:35 PM
What do you think?
Collateral effect from psychic drones. Who knows, maybe those transcendental civilizations are sending in the drones to destroy the colonies before they wipe out natural flora and fauna from the world...

Or maybe they thought to themselves: "Dude, what would happen if you send hundreds of yorkshires to attack a colony of humans in a stranded planet?" "I don't know, let's ring our bro Randy and find out!"
#262
Mods / Re: Is sound designing of any use?
May 30, 2017, 09:55:49 AM
Record your gun sounds as mono files. The "remove noise" function in Audacity works wonders to remove background noise.

There was a mod that added music to the game that had .ogg music files, and it was notorious for causing some lag.
#263
Quote from: BlueWinds on May 27, 2017, 04:03:37 AM
I really like the idea of this mod, but it throws a bunch of warnings when I load it:

https://gist.github.com/HugsLibRecordKeeper/ffc264238b5f15adbd96f6ae03612036

Seems like all the warnings are related to quadrupeds of various shapes - perhaps there are some changes in the animals, that they can't just be copy-pasted?
Yes, I had to change that. It has to do with the skull and the brain having coverage of 0.15/1, each. It is now changed to 0.15/0.85; it is now not an exact copypaste, but should work. The attachment was corrected.
#264
Releases / Re: [A17] JecsTools [5/26/2017]
May 27, 2017, 01:37:27 AM
So, this is what I could gather from this: the StatDef does not allow me to add my own modifiers for modded damage types, weapon range, projectile, soundcast or even muzzleflashscale. Is that correct? I tried creating a custom statdef, but it seems it needs to be coded in the assembly.
#265
Just a heads-up: you guys might want to change the version history text to add that limbs and organs' coverage was increased (as in, they will get attacked more often).

https://ludeon.com/forums/index.php?topic=32898.0
#266
If you guys want a fix for this, check below; I've reverted the A17 changes to A16 values:

https://ludeon.com/forums/index.php?topic=32898.0
#267
A simple mod that reverts all changes done to body coverage in A17. All pawns will now have less aggro at their precious fingers and toes. Since this is a simple revert to previous values, and A17 version history does NOT mention the changes, I consider this mod to be a fix. If it was intended for pawns to suffer more limb loss, then it was a huge oversight to not warn players.

How this mod was made: a copy-paste of A16 xmls, and simply added the head attack tool for all pawns.

Simply put this in your Mod folder and load it. WARNING: Any mod that adds or tweaks around body parts will probably conflict with this.

[attachment deleted by admin due to age]
#268
Quote from: makkenhoff on May 26, 2017, 08:28:25 PM
I have to admit, I'm skeptical, to me lower coverage would mean less chance, not more. Which is what I'm seeing in my pawn's wounds. I just checked the core bodies xml myself - I'm not seeing what you've said. The clavicle is where it is suppose to be, which is part of the torso; and I'm not seeing higher numbers on smaller parts like organs and fingers on the whole of it.

Open your Mods\Core\Defs\Bodies\Bodies_Humanlike files, for both Alpha 16 and Alpha 17. Nearly every small region was increased in value. For example, in Alpha 16, each rib had a 0.001 coverage, now they have 0.004. Stomach, heart, each kidney, each lung and the liver had in:

A16:  0.05, 0.015, 0.03, 0.03, 0.015.
A17: 0.04, 0.03, 0.03, 0.03, 0.04, 0.04, 0.05.

So this means that on A17, the chance that one shot hits a vital organ in A17 compared to A16 jumped from 20% to 27%, a 35% increase.

Now, when you look at hands, however, things get really interesting. In A16, the chance each finger had to be shot/hit was 5%, or 25% of a hit in your fingers instead of your hand. In A17, Tynan realized that fingers are not of the same size, surprisingly, and had a different percentage for each finger; thumbs and middle fingers are the most likely to be targetted in A17; a 15% chance, down to pinkies, at 11%. This means that your fingers will get targetted at whooping 68%, instead of 25%. This same calculation goes for feet and legs; toes had 25% chance of being hit, now all of them account for 68% coverage. Think about this; your toes account for more than two thirds of the area of the feet!

And then you're thinking to yourself: "well, there must be something to compensate this huge discrepancy". There is, to make it even worse, since now, feet account for 50% of the leg area. That's right, the guy with the shiv or the tribal with a club charging at you will just love to destroy your little toes!

I'm making a mod right away to correct this bullshit.
#269
Quote from: minimurgle on May 26, 2017, 05:41:15 PM
While most people probably don't want all the features of the Dangerous Rim mod in the next update I plan on reworking body part coverage to be less annoying. I can release a standalone version pretty easily until I add settings in.
Just make body coverage the same as in A16 and you got yourself something going.
#270
Quote from: sadpickle on May 26, 2017, 05:02:49 PM
Honestly it's about time we started getting organ wounds. Now if only getting shot in the heart was more lethal...

I play with a bionic augmentation mod so I can't complain too much.

The odds of getting shot in your vital organs are small. A16 portrayed this accurately enough. A 10x10cm area in your torso is really hard to hit, especially when accounting grazing shots. Also, livers regenerate, and Rimworld does not take that into account; get shot in your liver twice, bam, no liver. Doesn't work like that, but it was kind of offset by livers being smaller than they accurately are.