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Comment History
gpgpgpgp
gpgpgpgp - - 11 comments @ The Future of Red Wars

And here it comes:

10. Enable modifiers to firearms & cartridges.
Modifiers give meaning to players to spend currency on better equipments, as well as limit the loot incomes to allow longer period of "striving for cash". In short, modifiers make the game interesting. You may want to modify the effectiveness of certain modifiers to better suit Red Wars.

Good karma+2 votes
gpgpgpgp
gpgpgpgp - - 11 comments @ The Future of Red Wars

Another copyright fight? You have my sympathy.

Feature requests (beware, there're a lot of them):

1. Melee with grenades.
Though not necessarily authentic, it feels badass. Also it provides a last resort for grenadiers (most likely players) who are not properly armed with a tactical shovel.

2. Faster horses.
Mostly for game balance. Cavalry are elite troops in the troop tree in most factions, but they are weak and cannot beat the same amount of riflemen. A 1.5x multiplier for speed attribute for all horses seems alright for my testing. I also cut manuver to 50% for all horses to balance the change.

3. Spray and pray machinegunners.
Mostly for game balance. Let them spray more rounds on each firing with increased the full-auto dispersion punishment. This creates a suppressive fire effect and somehow limits the effectiveness of a single MG against a single enemy unit.
Also, make all dedicated machinegunners stay very high-tier in troop trees.

4. Enable "advanced formation" in module settings.
So that players can use commands like "form 2 lines" etc. Pretty necessary for handling fights consisting cavalry & firearms.

5. Let axe gun swing with cut damage.
Self-explain.

6. Code certain items with skill bonus or scripted effects.
For example, high-tier caps and uniforms boosts leadership skills and/or morale of soldiers of corresponding faction, while gas-masks and helmets provide no skill boosts but better protection.
Flags provides morale or a large range of very slow healing aura for AI units.
Such codes will make the game feel a lot more interesting.

7. Add a bolt handling sound for rifles after firing.
This can be done fairly easy with item/weapon triggers. Makes the fire fight a lot more immersive.

8. Add Diplomacy mod.
And modify it to suit the Red Wars' backgrounds. Wow.

9. Firearms rebalance.
Many modifies shall be done to most firearms. They should reflect authentic characteristics of certain firearms, while exaggerate some of others. But generally, they should let players feel "oh, it's exactly what xxx gun should be."
Prices and tiers should be considered. And while it's a whole game balance thing, leaving some inbalances will make the game feel more interesting and authentic.
Also, most pistols should reload a little slower and be a little less accurate, to balance the use of melee in close range.

That's about the end of that. I'm glad you're still reading. :P

Note that while many of those requested features aren't difficuly to achieve, some needs a lot of work. I hope these requests will not be a burden, but a direction on how to improve and polish Red Wars.

Good karma+4 votes
gpgpgpgp
gpgpgpgp - - 11 comments @ Medal of Honor: Blurred Remembrance

Check this out, unwritten. I've made some edits/improvements over your mod on MOHAA.
Mediafire.com

In base02a, edits are:

new binocular zoom overlay. (from Arma3 IFA3 mod)
new gas mask overlay. (from Stalker Misery mod)

these changes are in textures\hud.

known todo:
I deleted the new weapon selection icons because personaly I perfer the classic ones. I should add them back before I upload. Yet I forgot it before uploading.

In pak02a (Reactivated 2), edits are:

usable ironsight for bazooka. (ported from MOHAIM)
edited bazooka & panzerschreck anim. Now they use "charge" anim for ironsight, like any other weapons.
fixed instant ironsight of Stg 44. Now it works like just any other guns.
fixed wrong shader group of Hi-standard Pistol clip. No more yellow clip on reloading.
alternative aim anim for Springfield. easier to aim in close combat. (ported from MOHAIM)
fixed panzerschreck ammo display. Now displays panzerschreck rocket icons correctly.
crosshairs are disabled by default, and re-enabled when using turrets/vehicles, and throwing grenades. (personal flavor. you may want to revert back to yours.)

known todo:
bazooka & panzerschrek now has a bash anim on Secondary-fire. but it currently has no damage output. Edit that torso file and look for state of secondary-fire and put a // for both bazooka & panzerschrek, if you want to disable them by default (MOHAIM enables them by default).

I would do this myself, but yet agin I forgot to do so (it's really a hasty upload). Since re-uploading file of this size is frustrating (with my low brandwidth), I won't bother uploading again. Shouldn't be hard for a skilled modder like you.

In sounds folder, edits are:

new tank/flak88 firing sound. (from Arma3 JSRS3 mod)
some sounds from mohaa sound mod 2017 (some sounds feel too "modern" for a classic game like this / not as good as vanilla ones, those sounds were removed).
classic arcade-like weapon firing sounds for infantry weapons. (ported from CoD1)

Pick up the ones you like. I had my playthough (hard difficulty) with those changes on. Seems everything is good in SP, and much like what this game should be. :P

Good karma+2 votes
gpgpgpgp
gpgpgpgp - - 11 comments @ Infamous Fusion 7th Release

Maybe try another zip tool?
I post it in comment because I hope some of the features can be included in Infamous Fusion mod. Also, I'm not sure that all of my edits are 100% working (FC2 lacks a decent unpack/repacking tool, which is a disaster to modding), and the only way to make sure they work is that the original Infamous Fusion author himself merge those edits into his source codes, and re-release the mod in a whole.

Good karma+1 vote
gpgpgpgp
gpgpgpgp - - 11 comments @ Infamous Fusion 7th Release

Edit: New version DL:
Pan.baidu.com

Good karma+1 vote
gpgpgpgp
gpgpgpgp - - 11 comments @ Infamous Fusion 7th Release

Working on a mod on mod based on 7th release. Was happily playing until I got annoyed by the unbearable PKM jams & recoils, bad accuracy of guns and the cut taxi ride and eventually took up modding. 9/10 rating for the mod. And 10/10 after my own modification over the mod.

Changelog:

+added
*edited. You may want to use a compare software to see the difference.
-removed

- domino\user\openingSequence\ folder and all files within, to restore the opening taxi ride.
It was really annoying to be teleported to hotel scene, when I was happily riding in, sight-seeing some African country life under a civil

war. The taxi ride may be a pain in the *** for mod testers, but a Good part of the game for gamers. Took some time learn to mod FC2 to

restore it.

+ worlds\ folder, adding blood mod (150%) version.
Kind of person flavor. The blood mod is warmly welcomed in my country's community anyway.

* gamemodes\gamemodesconfig.xml file. Rebalance the weapon stats. Reliability tweak (mainly for visuals in "weapons and gear info" statics

table). Reworked some upgrades.
Machineguns are built to be reliable, so what the f*** with brand-new PKM jamming 3 times shooting 100 rounds? Tripled the reliablility

for MGs, reduced accuracy. Reduced "reduced unjamming time" for MGs manuals. MG jams are rarer, but more painful. Reduced recoil for PKM

and Mac-10 (with Operations Manual upgrade, you should know to shoot a MMG with bipods down and to handle Mac-10 with correct grip). While

more tweakings can be done, I'm satisfied for now.

* generated\entitylibrarypatchoverride.fcb file. Edited only 22_WeaponProperties.xml. Fixed "bUseAngleSpread" to "True" for all shooters

in SP (didn't do that for MP weapons). Altered all bullet dispersion.
Now they shoot straight as they are supposed to. Bullet dispersion are using converted Arma 3 values.

* domino\system\dlc1weaponsspawn.lua file. Removed all other DLC weapon spawn in the weapon room with MKA shotgun.
Making the AR-15 spawn looks less like a bug. (Right, it's actually a shotgun, not a bugged AR-15 spawned among the DLC weapons)

* languages\english\oasisstrings.rml file, edited some strings. Mainly repair manuals => materials / repair upgrades, in the "weapons and gear info" menu (probably missed by author).

Known issue.

? Vanilla bugs or bugs that probably can't be solved
* Can probably be solved (but I donno how, lol)

* 40mm grenade explosions are nerfed too much. Need a boost in indirect damage range (at least x2).
* Near hit Ithaca shots lag the game engine for 1.x seconds. Too many projectiles (84) to causes a lot of dust to be drawn by graphic

engine.
* MKA shotgun can use an alternative UI picture.
* Mk19 gets overheated unreasonably fast (should at least lasts 3 time longer).
* Flare gun & flamethrower's max ammo upgrade shows "bought" for unknown reason.
? Enemies may hit you without gun pointing to you.
? Enemies play lay down animation when being excuted by machete,
? USAS12 reload animation mismatches the weapon model.
? Reloading sound slightly mismatches animations.

Infamous Fusion is great and fun! Many of its edits are noticed and appreciated. And it surely can use a lot of improvement.

I will post a netdisk link including all related source files.

Pan.baidu.com

For author: Consider downloading them and using them to improve the Infamous Fusion mod if you're interested and not busy.

For players: although patch.dat & patch.fat is included. You still need Infamous Fusion 7th Release's Dunia.dll and reg files for the mod to 100% work.

Good karma+2 votes
gpgpgpgp
gpgpgpgp - - 11 comments @ Siege of New Yalen

Hope there'll be usable cannon one day.

Good karma+8 votes
gpgpgpgp
gpgpgpgp - - 11 comments @ The Red Wars 1.5 (Chinese Patch)

Well. Translated it because it's a nice mod. Removing potential language obstacles does help it get popular among chinese M&B players.
Since ModDB itself is in full English, it's pretty pointless to have only the download description in Chinese.

Warning, Chinese INCOMING:
安装方法:解压并将所有csv文件拷贝到Modules\The Red Wars 1.5 beta\languages\cns文件夹下覆盖。

How to install
Copy and Override any .csv file in Modules\The Red Wars 1.5 beta\languages\cns folder.

Why not make your translations? Perhaps there's still some emptiness in cz,de,es,fr,hu,pl,tr localization, too.

Good karma0 votes
gpgpgpgp
gpgpgpgp - - 11 comments @ The hunter

It'll be great to add camera shake to indicate main character's pulling the bolt when player is in scope mode. Like this one in Arma3 mod
V.youku.com
Start from 00:18. Really immersive.
Also could add a range finder or a upgradable range finding function to binocular to make sniping easier.
BTW did I just see a 3D scope?! Wonderful!

Good karma+1 vote
gpgpgpgp
gpgpgpgp - - 11 comments @ C&C - Tiberian Era

I always wanted an RA2/3 mod for Arma 3, where tanks can run on water, playing a nice CTI by destroying enemy MCV, geting a jet pack and roam in the air, operating a mini carrier that commands multiple UAVs, shooting with a laser cannon, being shot into a burst of flame by a tree, taking down enemy tanks one by one and yelling "it is the day of judgement", being swapped and sunk in the sea by a misery blue beam...
Anyway, C&C is good enough. May I request you to upload the finished parts of your mod, as well as some WIP stuff and make them downloadable. We are not skilled modders, but surely we can help you with something.
Mod watched.

Good karma0 votes
gpgpgpgp
gpgpgpgp - - 11 comments @ Underhell Chapter 1 Released

The mod seems amazing! By the way, how did you achieve the "grab a ragdoll with use key" feature? A brief how-to will be appreciated.

Good karma+1 vote