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Stinkmarder
[JgKdo]


Joined: 21 Jan 2008
Posts: 226
Location: Germany

PostPosted: 2008-02-02 15:38:48    Post subject: Re: Suggestion: SortMyMags mutator Reply with quote

Funkster wrote:
Do you suggest ucc and UnrealEd over wine? Or something completely different?

I'm using ucc with wine.
UnrealEd with wine doesn't work for me. But I didn't invest much time trying it.

And there is always the qemu or VirtualBox option...
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-02-19 12:56:52    Post subject: Reply with quote

I know I'm pretty annoying - more annoying than pretty Mr. Green

But is it absolutely 100% sure the C7 causes lag on COOP2? Or would it be possible to make another try? Did it cause lag on every map or just certain mappacks? Playing with the C7 on COOP1 really makes me miss it in COOP2.
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 381
Location: Eindhoven, Netherlands

PostPosted: 2008-02-19 14:42:51    Post subject: Reply with quote

Two more requests:
- IWE_G36D3DFix
A simple mutator which puts the G36 a bit further from the player. Note that, unlike the name suggests, this does not need IWE.

- new40mm
HEDP, Popup, and buckshot 40mm grenades for the M16A2 and HK69
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-02-19 23:25:31    Post subject: Reply with quote

The G36 fix requires IWE. Neabit, the creator of this online fix (there's same fix for offline by Conglomera) confirmed this as far as I know.


What I would like to see is an M4 fix:
- refined reloading/hipped positions (same old)
- aiming backup sights of the ACOG scope (one tap aims backups, double-tap aims the scope)
- less recoil and more stability
- more stable scope
- more powerful 40mm grenades


Last edited by Psychomorph on 2008-02-20 00:29:14; edited 1 time in total
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 381
Location: Eindhoven, Netherlands

PostPosted: 2008-02-20 00:22:17    Post subject: Reply with quote

Quote:
The G36 fix requires IWE. Neabit, the creator this online fix (there's same fix for offline by Conglomera) confirmed this as far as I know.


I tried it, and it works fine without IWE.
The only reason it "needs" IWE: (From G36KFIX.uc)
Code:
defaultproperties
{ AttachClasses(1)=Class'InfWeaponEnhancement.IWE_AttachG36_ScopeCircle'
[...]
}


But it seems that the default scopecircle is used when this file isn't present ... And this line can of course also be removed and/or this file can be added to the package.

I also looked in to the M4/M16A4 40mm grenades, and they are less powerful than the grenades used in other weapons (Like you suspected).
To be specific, the HK69/M16A2/HK416 use INF_Core.INFc40mmGrenade, while the M4 and M16A4 use INFMOD_M16A4.yurkoM203Grenade.

yurkoM203Grenade has both a lower radius and lower damage (CasualDamage isn't calculated and DamageRadius is halved).
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Stinkmarder
[JgKdo]


Joined: 21 Jan 2008
Posts: 226
Location: Germany

PostPosted: 2008-02-20 22:21:39    Post subject: Reply with quote

Carpetsmoker wrote:
The only reason it "needs" IWE: (From G36KFIX.uc)
Code:
defaultproperties
{ AttachClasses(1)=Class'InfWeaponEnhancement.IWE_AttachG36_ScopeCircle'
[...]
}


But it seems that the default scopecircle is used when this file isn't present ...

The class'...' line above creates a dependency (at compile time) on the IWE package (or whichever package that class is defined in). So it should never be possible to load this mutator without the IWE package.
If you don't want that dependency (and check for the class at run time) then one would have to specify the class name as a string (e.g. AttachClasses(1)="InfWeaponEnhancement.IWE_AttachG36_ScopeCircle") and use DynamicLoadObject() to load the class.
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 381
Location: Eindhoven, Netherlands

PostPosted: 2008-02-21 03:58:31    Post subject: Reply with quote

Right, I thought I didn't have the IWE package, but it seems that I didn't look properly and that I do have it ... Stupid me ...
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-02-22 04:57:23    Post subject: Reply with quote

Carpetsmoker, if I'm not mistaken you said you did a mutator to fix the M4 40mm. If it is ready you can post it so that we can use it online.
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 381
Location: Eindhoven, Netherlands

PostPosted: 2008-02-25 20:33:28    Post subject: Reply with quote

Here's IWE-independent version of the G36KFix:
http://www.carpetsmoker.net/infiltration/INF_G36KImproved-1.0.tar.gz


Last edited by Carpetsmoker on 2008-02-27 18:20:02; edited 1 time in total
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-02-26 21:13:33    Post subject: Reply with quote

Carpetsmoker, you're a god. Thanks.
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 381
Location: Eindhoven, Netherlands

PostPosted: 2008-02-26 23:09:53    Post subject: Reply with quote

Backup sights for the M4 ACOG can't be implemented properly.
The problem is that there is no proper "hole", as you can see in the screenshots below :(


Last edited by Carpetsmoker on 2008-02-27 09:41:47; edited 1 time in total
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-02-27 00:18:34    Post subject: Reply with quote

Wow, it really is possible.

To bad there is no aperture on rearsight, but it still would be usable if you use the top tip of the rear sight, like you show on the screenshot. Not nice, but Infiltration is full of abstract solutions like this.

I wonder how you toggle to the backup sights? I suggested to aim the backups on one aim-button click and the scope on a double-click. No idea if this is comfortable though, I assume still better than having an extra button.

Nice work Carpetsmoker.
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 381
Location: Eindhoven, Netherlands

PostPosted: 2008-02-27 09:38:30    Post subject: Reply with quote

I just discovered that it's possible to make textures transparent, which means that the ACOG ironsights can be properly implemented (Well, more or less anyway)

Download: http://www.carpetsmoker.net/infiltration/INF_M4A1Improved-1.0.tar.gz

Minor changes/improvements:
- Lowered the recoil, it's now in between original M4 and HK416.
- M203 sound is back to the original sound (M16A2/HK69).
- M203 Grenades are back to the original grenades (M16A2/HK69/HK416).
- ACOG backup sights ... Press AimMode and ActivateAttachment at the same time (Same as M82/M14).

I also considered adding the M16A4 Incendiary grenade ("Tracer-D1-SD") to the M4, I tried to look up some info bit I can't find any information on whether or not it's actually being used, as far as I can find 40mm Incendiary grenades are not being used?

I would also like to the the three new grenade types from the new40mm package, but it's not enabled on the coop servers. (wink, wink, nudge, nudge).


Last edited by Carpetsmoker on 2008-02-27 18:20:20; edited 1 time in total
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-02-27 10:44:52    Post subject: Reply with quote

Carpetsmoker wrote:
I just discovered that it's possible to make textures transparent, which means that the ACOG ironsights can be properly implemented (Well, more or less anyway)...

...Minor changes/improvements:
- Lowered the recoil, it's now in between original M4 and HK416.
- M203 sound is back to the original sound (M16A2/HK69).
- M203 Grenades are back to the original grenades (M16A2/HK69/HK416).
- ACOG backup sights ... Press AimMode and ActivateAttachment at the same time (Same as M82/M14).


Shocked

You Sir are a GOD walking on the earth with us poor mortals - an I say that not even having tried the changes. Might you perhaps consider a humble request to also lower the FALs recoil a bit?

Carpetsmoker wrote:
I also considered adding the M16A4 Incendiary grenade ("Tracer-D1-SD") to the M4, I tried to look up some info bit I can't find any information on whether or not it's actually being used, as far as I can find 40mm Incendiary grenades are not being used?


Umm, dunno if I got the question right, but incendaries are used on both COOP and FOOL for the M16A4 - I have a M16A4&M203 loadout with ~40 Incendaries for COOP and it works fine..
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 381
Location: Eindhoven, Netherlands

PostPosted: 2008-02-27 11:05:32    Post subject: Reply with quote

Snakeye wrote:
Carpetsmoker wrote:
I also considered adding the M16A4 Incendiary grenade ("Tracer-D1-SD") to the M4, I tried to look up some info bit I can't find any information on whether or not it's actually being used, as far as I can find 40mm Incendiary grenades are not being used?


Umm, dunno if I got the question right, but incendaries are used on both COOP and FOOL for the M16A4 - I have a M16A4&M203 loadout with ~40 Incendaries for COOP and it works fine..

You didn't get the question right, I meant if they're being used in real life, not in infiltration.
Infiltration is a realistic game, and the weapons should reflect the weapons that are being used on the battlefield in real life.

Quote:
You Sir are a GOD walking on the earth with us poor mortals

I just copied/pasted code from various places and slightly modified it, hardly something one would earn a place on top of Mt. Olympus with...
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