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Author Topic: [A13] Combat Realism v.1.6.5 (08.05.16) Final release  (Read 595152 times)

Dingo

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1770 on: August 27, 2016, 02:05:24 PM »

Is the CR-EPOE patch still the same as it was in the OP? Someone said it might be but nobody verified.

Vek17

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1771 on: August 27, 2016, 04:00:42 PM »

Is the CR-EPOE patch still the same as it was in the OP? Someone said it might be but nobody verified.

Yes that patch still works just fine.
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linkman1234963

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1772 on: August 27, 2016, 05:31:52 PM »

can someone link me the CR-EPOE patch, i don't know witch one i sould be using
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Dingo

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1773 on: August 27, 2016, 05:51:09 PM »

It's in the OP, the CR-EPOE patch in the compatibility section. Just change the targetVersion in About.xml to avoid getting a "mod outdated" error.

skyarkhangel

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1774 on: August 27, 2016, 08:42:53 PM »

In master branch ready 1.6.7.4 version. But i am not hurry to move in release. Because, will require update all CR pathes, that add weapon. 1.6.7.3 not compatible with 1.6.7.4!
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Drusek

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1775 on: August 27, 2016, 08:45:15 PM »

Whats new?
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Adalah217

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1776 on: August 27, 2016, 10:50:19 PM »

In master branch ready 1.6.7.4 version. But i am not hurry to move in release. Because, will require update all CR pathes, that add weapon. 1.6.7.3 not compatible with 1.6.7.4!

So you're saying any patch that adds new weapons will need to be updated to be compatible with 1.6.7.4?
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Vek17

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1777 on: August 28, 2016, 12:44:03 AM »

In master branch ready 1.6.7.4 version. But i am not hurry to move in release. Because, will require update all CR pathes, that add weapon. 1.6.7.3 not compatible with 1.6.7.4!

So you're saying any patch that adds new weapons will need to be updated to be compatible with 1.6.7.4?

Yes, there are some changes to how a few things are handled with ammunition and casings but looking at it quickly there isn't a ton to change that I can see and it shouldn't be too bad migrating from 1.6.7.3 to 1.6.7.4
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Alistaire

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1778 on: August 28, 2016, 02:48:56 AM »

Code: [Select]
<isBigGunDropper>True</isBigGunDropper>

<isShotgunShellDropper>True</isShotgunShellDropper>

<ThingDef Class="Combat_Realism.ThingDef_CaseLeaver">
</ThingDef>

to

Code: [Select]
<projectile>
<dropsCasings>true</dropsCasings>
<casingMoteDefName>Mote_BigShell</casingMoteDefName>
</projectile>

<projectile>
<dropsCasings>true</dropsCasings>
<casingMoteDefName>Mote_ShotgunShell</casingMoteDefName>
</projectile>

<ThingDef>
</ThingDef>

and additionally it is now possible to do the following to cause specific guns not to drop casings (e.g shotgun with brass catcher or charge rifle):

Code: [Select]
<verbs>
<li Class="Combat_Realism.VerbPropertiesCR">
<ejectsCasings>false</ejectsCasings>
</li>
</verbs>
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Vek17

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1779 on: August 28, 2016, 04:00:27 PM »

Are you going to wait to update CR to A15 before the release of 1.6.7.4 or are you still targeting A14?
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rimdragg

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1780 on: August 28, 2016, 10:50:49 PM »

Does anybody know how possible it would be to add sky's version to a pre-existing save? I have a colony I am fairly happy with and don't wish to start anew. Any save file magic I can do to make it work? Every time I try to launch a save, I am faced with a NullReferenceException relating to the map compression I believe (relevant logging here: http://i.imgur.com/r7v5ziQ.png). Any and all help appreciated!
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AseaHeru

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1781 on: August 28, 2016, 11:53:46 PM »

 Depends on if you can edit enough of the file on your own to transfer everything over.


 Hrum, I wonder how difficult it would be to make it possible to have the same sort of weapon in different calibers. For instance, some people rechamber their 1911s to fire 22LR in real life, and there are some guns that have been notable for being in dozens of calibers.

 For that matter, I wonder how difficult it would be to have procedurally generated weapons, to have a group of raiders come in, for instance, with a bolt action rifle chambered in 5.56NATO and a smg letting off bursts of .40 rimfire.
« Last Edit: August 29, 2016, 12:16:30 AM by AseaHeru »
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rimdragg

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1782 on: August 29, 2016, 12:30:52 AM »

Depends on if you can edit enough of the file on your own to transfer everything over.

I've tried my best to transfer everything related to CR from a new save to the in-use one, but upon loading up I am still faced with that lovely little error. If you think you're adept enough, maybe I could send you my save and you could check it out? (and my mods list if you wish to test it)
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AseaHeru

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1783 on: August 29, 2016, 01:25:29 AM »

 Probably not. I get about as far as "This would be cool to see" before I wind up hopelessly confused and give up.
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Deimos Rast

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1784 on: August 31, 2016, 04:22:19 PM »

Hrum, I wonder how difficult it would be to make it possible to have the same sort of weapon in different calibers. For instance, some people rechamber their 1911s to fire 22LR in real life, and there are some guns that have been notable for being in dozens of calibers.

Probably pretty easy.

Code: [Select]
    <verbs>
      <li Class="Combat_Realism.VerbPropertiesCR">
        <verbClass>Combat_Realism.Verb_ShootCR</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>Bullet_45ACP_FMJ</projectileDef> <--------------------------
        <warmupTicks>20</warmupTicks>
        <range>10</range>
        <soundCast>ShotPistol</soundCast>
        <soundCastTail>GunTail_Light</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
<comps>
  <li Class="Combat_Realism.CompProperties_AmmoUser">
    <magazineSize>7</magazineSize>
<reloadTicks>180</reloadTicks>
<ammoSet>AmmoSet_45ACP</ammoSet> <--------------------------
  </li>
</comps>
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