[Outdated - See OP for updated version link] LewisDTC's Weapon Expansions

Started by LewisDTC, November 26, 2016, 07:24:08 PM

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What would you like to see expanded further?

More Neolithic, Medieval and early game weapons!
5 (9.4%)
More Industrial and Spacer weapons!
4 (7.5%)
Glitterworld weapons should be a thing, shouldn't they?
6 (11.3%)
More Grenades, Rocket Launchers and other special weapons would be nice.
0 (0%)
Lets get some more armor to counter all these weapons.
25 (47.2%)
Turrets, traps and automated weapons could use some love.
12 (22.6%)
Do something that isn't to do with weapons. Give us more walls, floors and furniture.
1 (1.9%)

Total Members Voted: 53

Voting closed: January 12, 2017, 08:35:50 PM

LewisDTC

Yeah there are a few sound errors at the moment, though as far as I can figure they don't actually cause any problems. Most appeared after the transition to A16 and are harmless as far as I can tell, though I'm not 100% certain what is causing them. They are the ones that look like this:
Config error in ShotGaussLight: Sounds with non-on-camera subsounds should use MapOnly context.
Unfortunately I still don't know much about messing around with the sounds so it might take me a little while to fix the errors - though they are just a minor annoyance at the moment and not actual problems.

The one to do with the flamethrower...
Could not resolve cross-reference: No Verse.SoundDef named DTCflame found to give to Verse.DamageDef Flamethrower (using undefined sound instead)
... is actually where I made a change that broke the impact sound, but then decided it sounded better without it. I must have forgot to remove the line, but it should again be harmless. That one is all fixed up already on my side, so will be in the next update.




Quote from: Adalah217 on January 03, 2017, 02:41:58 PM
It's up to LewisDTC if it can be distributed, but I'm working a patch for Combat Realism.

By all means: if you don't mind then that's a patch that I don't need to work on myself. ;)

As I mentioned, I have briefly looked into combat realism already. When I finally did get around to making a patch I had a loose idea of what I was going to try and do - if it helps this is kind of how I imagined ammo working to keep it a minimal annoyance:

  • Flintlock bullets (One kind fits all) for Flintlock weapons.
  • Ballistic bullets (Handgun, Rifle, Shotgun, Sniper, ect.) for both Ballistic and Mechanical weapons. (same ammo for both tiers)
  • Gauss rounds (Handgun, Rifle, Shotgun, Sniper, ect.) for Gauss, Rail and Charge Pulse weapons. (same ammo for all three tiers)
  • No ammo required for lasers.
No idea if that's a good idea. No idea if it's even possible. Not looked into it enough to know all of the complications and until I get around to not being lazy and doing a patch myself I'd be thrilled to see absolutely anything - I'd probably use it myself.  :)

Love

The error is actually really straight-forward. Under the defName in your sound defs you need to add:

<context>MapOnly</context>

Love

For those like me who want the sound errors fixed sooner rather than later, I have them fixed in this little download here.

https://mega.nz/#!HsYCBS4Q!Voq97jMSG3XHXYmBnnnkD0IgFWen4smZ7f7mooLvge8

I run in dev mode constantly so errors are always an issue even if they are harmless.

Adalah217

Quote from: Love on January 03, 2017, 04:32:16 PM
For those like me who want the sound errors fixed sooner rather than later, I have them fixed in this little download here.

https://mega.nz/#!HsYCBS4Q!Voq97jMSG3XHXYmBnnnkD0IgFWen4smZ7f7mooLvge8

I run in dev mode constantly so errors are always an issue even if they are harmless.

I did the same thing with the flame fix. Currently trying to find and conquer all the bugs for the CR patch, and I can't have those minor errors popping up. I would have never figured the other one out, but it makes total sense. Thanks.

Quote from: LewisDTC on January 03, 2017, 04:01:59 PM

Quote from: Adalah217 on January 03, 2017, 02:41:58 PM
It's up to LewisDTC if it can be distributed, but I'm working a patch for Combat Realism.

By all means: if you don't mind then that's a patch that I don't need to work on myself. ;)

As I mentioned, I have briefly looked into combat realism already. When I finally did get around to making a patch I had a loose idea of what I was going to try and do - if it helps this is kind of how I imagined ammo working to keep it a minimal annoyance:

  • Flintlock bullets (One kind fits all) for Flintlock weapons.
  • Ballistic bullets (Handgun, Rifle, Shotgun, Sniper, ect.) for both Ballistic and Mechanical weapons. (same ammo for both tiers)
  • Gauss rounds (Handgun, Rifle, Shotgun, Sniper, ect.) for Gauss, Rail and Charge Pulse weapons. (same ammo for all three tiers)
  • No ammo required for lasers.
No idea if that's a good idea. No idea if it's even possible. Not looked into it enough to know all of the complications and until I get around to not being lazy and doing a patch myself I'd be thrilled to see absolutely anything - I'd probably use it myself.  :)

Initially, this is basically what I was planning on doing, with the exception of lasers using some sort of light cartridge ammo. Until I saw what was going on with the actual code for CR. Same ammo => same projectile => same damage, sound, and armor penetration, no matter what weapon is being used to fire it. That's what it appears at first anyways. There's probably a good solution hiding somewhere. Gonna take a break for a bit and see if I can come up with a solution before I start going for the unique ammo for each weapon route. It's a ton of extra code to manage in addition to being bad gameplay.

Ideally it would be possible to prevent the CR ammo from appearing, or least redefine them to be the closest analog in this patch. Compatibility with weapons from other mods which use CR ammo will probably be nonexistent. I doubt that will be a problem. 

ambivalence

#94
Hello there. The mod seems nice, but I'm not sure about its balance. How does it correlate with such addons as «High Caliber», «RT's Weapon Pack»? Your «high tiers» looks a bit cheating.

upd: love it! please, upload to steam workshop :3

Adalah217

Quick update on the CR patch:

Weapon => particular ammoset, magazine size, and reload time
Ammoset => different types of bullets
Bullet => single type of projectile
Projectile => damage calculation

So. If two weapons were to share the same ammoset, they would have access to the same bullets. However, the bullet will always do the same damage, irrelevant to the weapon firing them. This means a pistol firing a bullet hitting a target is the same as if a sniper rifle fired the bullet.

The speed of the projectile can be different from each gun, but the speed of the projectile is independent of the damage being caused.

In short, it's coming along. Flintlock weapons are the hardest because the "sniper" fires the same projectile as the "pistol", meaning they both do the same damage. There's basically no getting around this, unless you make a unique bullet for each weapon in the first tier (non-ideal).

ChairmanPoo

Question: how compatible is this with other general mods? AKA: I have in mind the Cthulhu mod and Medieval mods, in particular.

Zyxterman

A litlle feedback about flintlock weapon`s names.  Arquebus not an sniper rifle, it`s just a early light firearm, from the manual ignition to [something]lock wepons. Sniper flintlocks can be named by Long Rifles, as they named in history
http://www.militaryfactory.com/smallarms/detail.asp?smallarms_id=363
Also flintstock scatter rifle has it`s name too, Blunderbuss
http://www.militaryfactory.com/smallarms/detail.asp?smallarms_id=488

LewisDTC

Quote from: ChairmanPoo on January 04, 2017, 09:31:46 AM
Question: how compatible is this with other general mods? AKA: I have in mind the Cthulhu mod and Medieval mods, in particular.

As a general rule, the biggest problem you are likely to run into is the weapons from those mods being noticeably weaker or stronger than those here.

If other mods also change the games existing weapons only one will take effect at a time.

Aside from that, compatibility issues are always possible but unlikely.




Quote from: Zyxterman on January 04, 2017, 11:38:40 AM
A litlle feedback about flintlock weapon`s names.  Arquebus not an sniper rifle, it`s just a early light firearm, from the manual ignition to [something]lock wepons. Sniper flintlocks can be named by Long Rifles, as they named in history
http://www.militaryfactory.com/smallarms/detail.asp?smallarms_id=363
Also flintstock scatter rifle has it`s name too, Blunderbuss
http://www.militaryfactory.com/smallarms/detail.asp?smallarms_id=488

Many thanks for your insight! I'm aware that Arquebus isn't technically the correct name for the weapon but simply left it in on a whim due to the sound of it and modern takes on the name. I wan't attempting to maintain historical accuracy at all really.

As for the Scattergun, It is not designed to replicate a Blunderbuss (though an actual Blunderbuss will make an appearance eventually) but rather be a fictional take on a shotgun / rifle hybrid. Rather than a cone of damage It fires a small number of rounds with low accuracy, whereas when I implement the Blunderbuss it will fire a large number of projectiles over a wide spread.

Adalah217

Just about done with the patch! Just need to put the finishing touches on the balance and come up with ammo recipes.

The ammo works as follows:

  • Flintlock

    • Pellets: used by the scattergun
    • Bullets: used by the pistol and rifle
    • Arquebus Bullets: used by the Arquebus
  • Projectile

    • Light: used by the LMG, Heavy SMG, and Minigun
    • Pistol: used by the Ballistic Pistol, SemiAutoPistol, and Auto Pistol
    • Shells: pump-action shotgun, semiauto shotgun
    • Rifle: Ballistic Rifle, Automatic Rifle
    • Sniper: Ballistic Long Rifle, Sniper Rifle
  • Magnetic

    • Light: gauss scattergun, gauss pistol, gauss cannon, rail pistol
    • Medium: gauss rifle, rail heavy pistol, rail carbine
    • Heavy: gauss sniper rifle, rail marksman rifle
  • Battery

    • Small: Refractor, Archaic Pistol, Gatling
    • Standard: Pistol, Archaic Rifle,
    • Large: Rifle, Long Rifle
  • Charged (ions?)

    • Little: Charge Pistol
    • Regular: Charge Carbine, Charge Marksman Rifle
    • Highly: Charge Sniper Rifle

There's further potential for explosive rounds, stun rounds, armor piercing, variation of "pellets" fired. Those may come later.

The attached excel sheet has the planned values. Honestly, I don't really know how much the sway, shot spread, or aim efficiency affects the weapons quite yet. But I'll have a working version soon!

[attachment deleted by admin due to age]

szypkiyakwonsz

Quote from: Adalah217 on January 04, 2017, 06:45:00 PM
Just about done with the patch! Just need to put the finishing touches on the balance and come up with ammo recipes.

The ammo works as follows:
(...)

Holly Molly, this is exactly what I was craving for. I doubt that variety of ammo will be an issue, since You are supposed to have one crafty crafter to fulfill Your on-stock demands. Ammo warehouse also gives new depth to the combat gameplay imho.

I guess, since we are having so much opportunities for new nifty bullets and weapons that don't care about normal armor, several addons (like, laser-focused power armor for Your late combats useless against regular projectiles, light leather armor for early hunters and breastplate for this "please please don't pierce it, Mr Arquebus" feeling) would be nice for me. I will try to make some of them and share as an addition if Lewis is willing.

LewisDTC

Quote from: Adalah217 on January 04, 2017, 06:45:00 PM
Just about done with the patch! Just need to put the finishing touches on the balance and come up with ammo recipes.

The ammo works as follows:
(...)

All sounding excellent right there :)




Quote from: szypkiyakwonsz on January 05, 2017, 03:13:48 AM
... I guess, since we are having so much opportunities for new nifty bullets and weapons that don't care about normal armor, several addons (like, laser-focused power armor for Your late combats useless against regular projectiles, light leather armor for early hunters and breastplate for this "please please don't pierce it, Mr Arquebus" feeling) would be nice for me. I will try to make some of them and share as an addition if Lewis is willing.

You're quite welcome to if you like, but I'm already planning on creating an armor expansion to compliment my weapons so that will be done eventually regardless. Most likely it will be what I move onto after expanding the melee and misc weapons a little further.




So! Something I wanted to mention since folks are offering to make extra parts that tie into my mods.

(Yeah, I'm honestly a bit stunned by that!)

*Ahem*

Go for it! If you want to make a compatibility patch or just a mod designed to be compatible with mine then I have no problems whatsoever with that. The only thing I ask is that it isn't a repackage of my resources - I work hard on those things and I'm kind of attached to not seeing them uploaded here there and everywhere.  :)




And lastly, what I've been working on.

  • All of the sound related bugs have been sorted (special shout out to Love who solved a problem I was aware of but had no clue how to fix.)
  • Flintlock weapons are once again created at the crafting area after 'Blackpowder' is researched.
  • Fixed a bug with many weapons being craftable at the forge or machining table when they shouldn't have been.
  • Gauss weapons have received a very small buff to both damage and accuracy.
  • Charge Pulse weapons have received a small damage buff and are now named consistently.
  • Some Ballistic and mechanical weapons have been renamed - just for aesthetics.
  • Automatic Pistol now correctly replaces the Heavy SMG.
  • Some more minor graphical improvements to Melee weapons.
  • New artwork for the mace. I really disliked Rimworld's stock mace and I'm really proud of my new one.
  • Removed the research projects for Multibarrel Ballistics, Multibarrel Gauss and Multibarrel Lasers. Renamed Advanced Forging Techniques to Improved Weapon Design. See below for research info.
  • ... Currently working on adding more misc weapons, primarily throwing weapons.

On my neverending quest to figure out how best to have the weapon tiers unlocked, I think I have finally settled on how the research will play out.


  • Firearms are still classed in tiers. When a tier is researched this unlocks the ability to create basic weapons of this type.
  • In addition to this, advanced types of firearm such as shotguns, sniper rifles and carbines also require the 'Improved Weapon Design' technology.
  • Likewise, large, multibarrel weapons such as the Minigun and Gatling laser require the 'Multibarrel Weapons' technology in addition to their standard research tech.
  • 'Improved Weapon Design' also unlocks improved versions of melee weapons, such as longswords, battleaxes and warhammers.

The research tree is still a bit of a mess, but cutting three technologies out of it should help me try and tidy it up a little.

Adalah217

#102
Quote from: LewisDTC on January 05, 2017, 10:20:40 AM
-snip-

Hey that's great! I'd love extra misc weapons to play around with. Can't wait to check out the research tree too.

Also, here's the first "working" version of the compatibility mod for Combat Realism. I *highly* advise people not to use this mod for regular play. This is meant as a preview. It's very much a work in progress. Load order should be: Core, DTC's firearms, Combat Realism, then this mod. I might eventually use Hug's Library for detours, but for now I don't think it's a requirement.

https://www.dropbox.com/s/dv2mnlza3i7yph9/DTC%20Weapon%20Expansion%20-%20Firearms%20-%20CR_compat.zip?dl=0

Quick notes: Combat Realism is all about realism, while DTC is not necessarily attempting to achieve that goal. Weapons in CR have huge range values and high damage so weapons are extremely dead, while DTC fits closer to what vanilla is. I have decided to stick with what DTC is doing and not change any of the Range or other balance values on weapons besides damage. Weapons are still going to be much more deadly due to how weaponfire is calculated in CR, especially for pawns or animals not wearing protective clothing which covers the whole body. FYI synthread clothing seems really tough for some reason too.

Things to finish:

  • Balancebalancebalance

    • Better armor penetration values, specifically light weapons versus snipers
    • Possible change in the market cost of weapons, as DTC's might be too low
    • Fixing how well some weapons aim; still seems really off
    • Adjusting the carried mass and bulk. I have values plotted out, but I need to play the game to see if they work or not. Minigun is probably too heavy to actually be useful at all.
  • Texture work. All ammo uses placeholder textures from CR for now.
  • Removing (or ideally replacing) CombatRealism's ammo. DTC's weapons don't use any of CR's ammo right now, which is what I want, but CR's ammo is still in game.

    • Unused bullets shouldn't spawn naturally now, but there's probably bugs lurking somewhere
    • Reworking grenades and other random ammunition to better fit DTC
    • Ensuring raids spawn with the right ammo. Not sure how well raids function (in particular mechanoids) right now
    • Reworking turrets entirely
  • Ammo recipes

    • Work to complete is just a placeholder value for now
    • Not sure how much should be crafted in one go. Right now everything is x25 for each time you craft them
    • The ingredient cost is just a placeholder value. Should charge ammo cost plasteel? Questions I'll have to tackle

The majority of the work is done for the patch; these are just the finishing touches. I honestly didn't think it would be this much work getting into it. I can see why most weapon mods don't have a patch for CR. It's just not as simple as adding new ammo, a recipe to create it, and having weapons fire that ammo. CR changes everything about weapons and it's easy to forget this without playing it often. Even adding one additional weapon to fire ammo from CR takes a lot of time.

Any help would be appreciated! I'll be setting up github for pull requests in the next few weeks so updating this and helping the mod out will be easier. Descriptions are fairly poor right now on the ammo. Still looking for textures for the ammo too. I've added specific ammo for shotguns in each tier (no getting around it) but besides that, the list from my previous post is still valid.

Edit: One more thing to note is the bugs present in vanilla CombatRealism. The last round in any weapon won't fire and throws up an error. That is not being caused by this mod, and I don't know how to fix it for theirs. I think they just barely got A16 working recently so major bugs are still present on their end.

LewisDTC

Quote from: Adalah217 on January 05, 2017, 12:50:04 PM
-snip-

You're the hero that we all needed! I'll put this link up on the front page under a large warning that it's an experimental early version, if that's okay with you?

Adalah217

Quote from: LewisDTC on January 05, 2017, 01:37:28 PM
Quote from: Adalah217 on January 05, 2017, 12:50:04 PM
-snip-

You're the hero that we all needed! I'll put this link up on the front page under a large warning that it's an experimental early version, if that's okay with you?

Wait until tomorrow :) . CR just updated an hour ago and they are in bug fixing mode. I'm trying to build from their .dll source to help out too, specifically with the reloading bug which messes with my own patch. I wanna touch up a few things and release a more stable v0.2. It will suffer from being unbalanced but will be feature complete. The current download has a huge chance of ruining saved games and is generally not fun to play anyways.