Add file Project VI source code (internal beta 0.3)
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Project_VI_beta0.3_source_code.zip
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.Twi
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Disclaimer: This code is incomplete, probably buggy, and most likely useless to you. It will not compile because it relies on about 100 GB of custom hi-res models made for the mod by Masaketsu but not included in this package. Even if you had all those files, Project VI still would not compile because I had to make a bunch of custom compiler packages to make some of the features work. This code is provided for learning purposes only. License: You are free to use this code, completely or in part, for learning purposes or for use in your own mods and creations. You can use it how you like as long as you credit me (Twi) in your source comments and in your mod credits and/or readme file.

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Project VI source code (internal beta 0.3)
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KentuckyFriedSpy
KentuckyFriedSpy

So is Project VI back? If not, is it safe to say that the mod is dead?

EDIT: Nevermind saw other post :( sad to see this mod go.

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.Twi Author
.Twi

Hopefully some of the features I created for it can live on, if people can learn from this source code.

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martincz87
martincz87

I really liked the sighting system which you've shown in your comparison video. Just that alone would make an awsome mod. Sadly I cannot code to do it myself :(

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LITTLEMM
LITTLEMM

finally´╝ü

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Jose21crisis
Jose21crisis

This source code actually helped me. I learned to add the regenerative health from "Terrorist Mode". No overlay though, no texture for it

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.Twi Author
.Twi

You can pretty easily create your own overlay texture. Just make a TGA file that's got blood and transparency.

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Jose21crisis
Jose21crisis

the SDK2 doesn't find the texture when it's on a .utx package

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Jose21crisis
Jose21crisis

Now I ran into programming issues. Even though I use the custom Player Controller and custom pawn classes, there is no overlay. Maybe because of the custom compiling files?

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.Twi Author
.Twi

You can load textures in UTX files. See Wiki.beyondunreal.com

Also, if your code compiles, then you don't have issues with missing the custom compiler. The problem is somewhere else. Did you change the ravenshield.mod file to use your new playercontroller and pawn classes?

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Jose21crisis
Jose21crisis

Quick question. You know on which file the armor parameters are? By parameters I mean how they reduce bullet energy/penetration, I'm trying to make a realistic armor mod but I don't know where to find those parameters

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.Twi Author
.Twi

Sorry for not seeing this question earlier! I can't say 100% for sure because I'm on Linux right now and not as familiar with grep as I should be, but I did a quick search and I think you'll find what you need in R6Pawn.uc, in the function R6TakeDamage(). You can also check out ProcessTouch() in R6Bullet.uc which I believe does some bullet energy reduction. Unfortunately, a lot of the damage stuff and energy stuff seems to be done in native functions which we can't edit easily, so in the past if I wanted to change it I had to prevent those native functions from being called and write my own functions from scratch.

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Jose21crisis
Jose21crisis

Yeah, changed them. It's working now, thanks for the help. The overlay file didn't loaded until I used the exec directive

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EagleBeak
EagleBeak

Let me say that is it incredibly noble of you to share your work, even though you know that you cannot publish it yourself. This is one of those dead mods that I will always regret that I can't play. Hopefully there is an ambitious modder out there that will pick up where you left off!

If more authors did what your doing with their dead mods, the world would be a better place. Thank you :)

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Jeza123c
Jeza123c

Agreed

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Guest
Guest

Hey I am having a problem installing this, is there a readme for installation?

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