Thanks bro, it's working now
bro, this values may be a problem (hit chance for an impact bullet - difficulty based):
hit_probability_gd_novice = 0.30
hit_probability_gd_stalker = 0.50
hit_probability_gd_veteran = 0.70
hit_probability_gd_master = 0.90
Set them to 1.0, they are on "configs\defines.ltx", "configs\creatures\actor.ltx", and can be individually on the "w_xxx.ltx" from the weapons files
Thanks Alun, it helps a lot to understand it, still feels weird doing some hp rounds haha
Hi guys, can you restore the old or similar formula for damage calculation, since the "k_hit" param is applied before calcing the "damage - armor" killing the hollow point rounds effect.
The old one looked like this: effective_armor = armor - k_ap; if (effective_armor < 0) effective_armor=0; damage = (wpn_damage - effective_armor) * k_hit;
And the new one like : effective_armor = armor - k_ap; if (effective_armor < 0) effective_armor=0; damage = (wpn_damage * k_hit) - effective_armor;
EDIT: Just checked the features list, thanks in advance.
Hi Hermann_Hetzer, any performance impacts to expect with your mod?
Hi, for some reason the prefetch files aren't working, I can compare with the AO2.5's prefetch, which works, and the first loading time is way longer on this last one. 3.0 stutters a lot and loads faster, and the number of elemets on the prefetch list is similar to the ones on 2.5.
I think that is a listing order issue, but I don't know how the engine works with those lists.
Hope you manage to fix it man, thanks.
Try lowering the switch_distance on alife.ltx to 150.
Hahahahaha that last frag hahahaha
Yeah, I forgot to write "new", I mean a .44 magnum or something like that :P
Hi Enigma, will we see some revolver or scoped handgun?
Will we see a version for Shadow of Chernobyl? Enjoyed a lot both of your overhauls, thanks!
Niiiiice!
Did you reworked the accuracy on the upgrades? it became buggy when fire_dispersion_base value is negative.
Thanks for fixing that sound :D
Fix the loud pistol gunshot sound man, it kills your ears @_@
I always loved how ShOC was without any upgrades, and how the weapons felt. It would be nice to see some experimental version without them. Thanks mate, you did my favourite mod for CoP by far.
Must fix novice outfit, it adds 800kg of extra carry weight.
Hi E.Nigma42, the problem with some weapons beeing not availabe and npcs that don't carry a primary weapon on AO2.4.1+MSO is fixed on this 2.5?
Dude, read a bit more the changelog for features next time, try the enabled prefetch, it should work better, and the only longer loading time is the first one when prefetchs all the items, then it's shorter than any other loading time without it.
Engine limitations, it's not a fixeable bug. It happens when a weapon uses more than 2 ammunition types.
Hope you dig how to make them work, it will be awesome to have a highly dynamic spawn system with more squads and better diversity, having surprises with the "high tier" mutants even in Zaton and random encounters.
Give her some extra damage and balance for the recoil, and she will be THE pistol.
Backup your "gamedata\configs\prefetch" folder and try this Mediafire.com it will enable the prefetching of items, it should reduce some of the stutter when the npcs become online.
kbcekevd
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