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Messages - Hunter712

#16
Quote from: Garen on February 07, 2015, 11:13:11 AM
First of as one of the few people that had followed this mod, thank you so much for bringing it back, who knows what happened to the moddev, but i am just grateful for it being restored.

2ndly, are you planning on adding anything to it, or just updating it to later versions.

i remember the original plan was to bring guns from all the oldschool sci-fi shooters, mainly from Unreal Tournament but also featuring weapons from other games such as metal arms, Jak and Dexter or Ratchet and Clank.

it was effectively that project armory would handle all the guns used from films, newer games and real life events, whilst Liandri was for the guns from said "oldschool" games.

Only planning on updating it for later versions.
#17
Quote from: numen0r on January 31, 2015, 11:31:02 PM
hey hunter I've been using this mod for a while and I finally sat down to fix all the bugs related to
<baseMaterialType>Transparent</baseMaterialType> not related to anything in type ThingDef
All 29 xml files in ThingDefs have been updated to
<shaderType>Transparent</shaderType>

Here's the link to the mod with the fix:
Dropbox

Thanks, I'll update it officially when the next update comes out.
#18
Quote from: Epyk on January 18, 2015, 11:34:15 PM
QuoteAt the moment I'd like to keep it separate, the mod isn't mine, I've only just converted it from a4 to a8. I don't want the dev to come back, pick it up, and then feel obligated to involve it in silly little modpacks because of a decision or two I made. For now it's going to stay separate unless the dev just never comes back.

Why does it have to be silly?

I'm not terribly fond of modpacks, but thats just me.
#19
Quote from: elStrages on January 18, 2015, 09:34:58 AM
Any scope to combine into project armoury? As would fill the rather small sci-fi/ futuristic weapons load out

At the moment I'd like to keep it separate, the mod isn't mine, I've only just converted it from a4 to a8. I don't want the dev to come back, pick it up, and then feel obligated to involve it in silly little modpacks because of a decision or two I made. For now it's going to stay separate unless the dev just never comes back.
#20
Quote from: Baguette on January 18, 2015, 07:16:14 AM
Since it's a UV light can you also give it the ability to charge solar panels?

That's not really how solar panels work, else we'd have solved infinite, reusable energy IRL.
#21
Quote from: Hellandlife on January 06, 2015, 09:49:02 AM
HI. I'm new to th forums but does this work with alpha 8? I don't get any turrets when I install it and set as the first thing to load.

This could be a conflict with Mai+miscelaneous.

Let me know.
Thanks :D

Look here, I made a conversion of the mod to a8.
#22
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
January 01, 2015, 07:14:17 PM
Quote from: Mihsan on January 01, 2015, 04:38:23 PM
I like the idea of this mod (very lore-friendly and it has right ammount and type of new weapons), But IMO a few things spoil everything:
1) Firing sounds are bad (too loud and just wrong) for carbine and .357 revolver
2) Some weapons are OP as hell: grenade launcher and thompson

I don't really have much of a wide array of sounds available to me, so I'm working with what I have and can find.

The grenade launcher is intended to be as strong as it is however I'm most likely going to decrease the accuracy next update, it's meant to be reliably strong but also dangerous to both you and your enemies (Friendly fire, structure damage.)

The thompson is meant as an upgrade from the uzi, I believe it serves this purpose well with doing 1 more damage (Uzi does 4, thompson does 5) and having a larger clip (Which makes sense for the thompson.) It does much less damage than the LMG (LMG does 8 ) but fires three more bullets than the LMG. It also has less range then the LMG, better accuracy at touch distance but near same at short, medium, and long.
#23
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
December 30, 2014, 04:44:19 PM
Quote from: Loki88 on December 30, 2014, 01:41:24 PM
I love this mod! Would you consider adding a charged version of the carbine? perhaps a plasma carbine? It just feels like it's missing because I'm finding the blasters to be a bit too lethal for colony growth purposes :p (14 colonists with blasters kill everything in front of them :P )

Perhaps, but I can't promise anything, I feel like the blaster covers the purpose of a carbine while being its own unique gun at the same time.
#24
Quote from: kokuto on December 24, 2014, 02:08:51 AM
The sniper turret is probably still necessary to take out heavily armoured foes. Like those centipedes or the Jaffa from the Jaffa mod.

It's still very powerful, I had it mow down almost an entire group of raiders before they closed down into cover.

A little indepth of things I did though, I made the sniper turret have just a tiny bit less range with 5 points of damage reduction, and nerfed the health to 250.

For the heavy turret I reduced the range on it (So it can't solo massive groups at long range now, leaving the long range for the sniper turret), reduced the health by 100, and reduced the damage a very tiny bit.

Balancing changes between all the turrets involves material cost reduction and energy consumption reduction (Especially the improved/modified turret.)

So the turrets are still VERY effective, but I wanted to try and make it so that making one single sniper/heavy turret wasn't the endgame strategy.

Depending on if Kilroy decides to drop the mod (Or gives me the greenlight to actively update it for him), I will spend more time on the balancing and whatnot of the turrets, I still feel theres a lot of unpolished material that needs changed.
#25
Added a recommended download link.
#26

Uploaded an update to my conversion, changes include some modifications made to the graphics, nerfed all the turrets ( I feel they're terribly OP, especially the sniper turret.), changed the name on the improvised turret to modified turret (It was a tad confusing since there was already an 'improved' turret alongside an 'improvised'.), changed the name of the energy turret to charged turret, and added a new sound for the heavy turret.

Download
#27


Adds UV-light floor installations that can light up your crops with the cost of less materials, power consumption,
and coverage than your average sun lamp.



Downloads (v1.1)
OlasOnline (Recommended)
MediaFire

Changes
(v1.2) - Updated for a10, removed beauty. Known problems: graphic compression/blurriness.
(v1.1) - Balancing (Light coverage reduced)

#28
Code is here, absolutely  no conflicts in the debugs, mod is enabled and I just can't figure out why it isn't showing up as a build option.

<?xml version="1.0" encoding="utf-8" ?>
<Buildings>

  <ThingDef Name="BuildingBase" Abstract="True">
    <category>Building</category>
    <thingClass>Building</thingClass>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <selectable>true</selectable>
    <drawerType>MapMeshAndRealTime</drawerType>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <repairEffect>Repair</repairEffect>
  </ThingDef>


  <ThingDef ParentName="BuildingBase">
    <defName>UVGroundLight</defName>
    <eType>BuildingComplex</eType>
    <label>uv ground light</label>
    <thingClass>Building</thingClass>
    <category>Building</category>
    <graphicPath>Things/Building/Production/LampUV</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <altitudeLayer>BuildingTall</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <statBases>
      <MaxHealth>50</MaxHealth>
      <WorkToMake>330</WorkToMake>
      <Flammability>1.0</Flammability>
          <Beauty>10</Beauty>
    </statBases>
    <selectable>true</selectable>
    <description>A powerful UV light capable of covering multiple plants.</description>
    <size>(1,1)</size>
    <costList>
      <Steel>35</Steel>
    </costList>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <comps>
      <li>
        <compClass>CompGlower</compClass>
        <overlightRadius>7.0</overlightRadius>
        <glowRadius>16</glowRadius>
        <glowColor>(78,0,106,0)</glowColor>
      </li>
      <li>
        <compClass>CompPowerTrader</compClass>
        <startElectricalFires>true</startElectricalFires>
        <soundPowerOn>PowerOnSmall</soundPowerOn>
        <soundPowerOff>PowerOffSmall</soundPowerOff>
        <basePowerConsumption>750</basePowerConsumption>
      </li>
    </comps>
    <!-- Determined by trial and error
    This value isn't perfect because these radii use different algorithms
    but it matches in this case-->
    <specialDisplayRadius>5.8</specialDisplayRadius>
    <designationCategory>Misc</designationCategory>
    <sunShadowInfo>
      <basewidth>0.2</basewidth>
      <baseHeight>0.2</baseHeight>
      <tallness>0.4</tallness>
      <offset>(0,0,-0.1)</offset>
    </sunShadowInfo>
    <rotatable>false</rotatable>
    <designationHotKey>U</designationHotKey>
</ThingDef>
       
</Buildings>


Got it, nevermind!
#29
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
December 20, 2014, 01:13:31 PM
I've uploaded a new main link,Mediafire will act as the alternative.
#30
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
December 19, 2014, 12:24:30 AM
Quote from: Xfortran on December 19, 2014, 12:07:46 AM
Check the download link please.  (it loads a mediafire login/signup page)

Should be working, 59 people already downloaded it but I put up a new link just incase.