Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!
Modern weapons jam less if they are maintained often.
They also provide you with 'cleaner' textures as most of them has been used very little. You will need a strong economy for keeping a new weapon in reliable condition.
Historic weapons do jam a little more often but they don't need as much maintaining and care as they have lived a life and found their ways of dealing with all the dirt and throwing around. They look more scratched and corroted because of this hardening.
Economy is not just related to repairing but also to the price for the weapon when traded.
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Logarythmic repair system by ScarabParamit:
Idea is clear ...condition is not only damage state of a gun or outfit. Equipment needs cleaning, paching and proper conservation to work well or fulfill its purpose. Weapons mechanism is under constant risk of caching dirt from outside or shell/gunpowder leftovers, this dirt lead to tear, tear lead to jamming... creating real damages in internal parts, wich after time are beyond repair and are needed to be repalced...either from magazine, delivered on demand or master-crafted, and depending of weapon costs it might be even higer than new weapon.
Aim is to create authentic real-alike repair economy-model so player is forced to realy take care of his gun, game should be award player who immerse himself deep into game inverse and always try to keep his gun in good condition before venturing into harsh dangerous zone conditions where every jamm may lead to death or serious wealth problems. Often repairs become conservation ...cheap in comparison with repairs. Most weapons in medicore conditions suppose to be almost uneconomical to repair, and real dilemma should occur if player posses unique powerfull gun in very bad condition...since it's repair enormusly expand cost of new gun.
My logic on reliability/maintaining:
"You buy a brand new Mercedes and a very old Ford. Drive them both 100 Miles. Then, which car has lost most of its perfect starting condition?"
The new Mercedes.
Also bear in mind that I am trying to balance out the two weaponry types here with different pros and cons.
Oh, what can I see there? Colt M16A2?! Yeah! I love A2 version! Was hoping that it will apear along with A1! Yeeah!
STG 44 ftw :]
Sounds like a great idea
Well I'll put it this way as my brother works as a mechanic and I've ridden in a beat up old 87 ford pickup half my life. Has the ford had any miles replaced. How much gas are in them. What model of cylinder do they both have. What's the miles on the transmission. ETC. Honestly I would say that all lies upon MULTIPLE variables rather than one set list.
Will you be able to 'servise' your guns?
Yes, if my intensions are succesful on that part. I would like to implement 'Repair Kits' to the mod but I simply haven't found the time for it yet. Anybody willing (and skilled) for helping out on that idea?
Well, repair kits were implemented into modifications during SHOC. I haven't seen them in any COP mods though. I could see about creating one, it shouldn't be too hard.
Yeah I know of them and they functioned alright. Cool that you are game on looking into it, Derranged
Well, in concept it's sounds pretty easy. It's just a new item which has to repair an item. Actually achieving this is a totally different story.
It will need a new Model added to the game (Time to use the SDK).
Finding the model should be very easy since I have my sources.
You can design the menu's since it will be in your mod (Might be in mine later as well).
Scripting is another thing, I could ask my friend if he wants to do it. He definitely would know how to or will.
Sounds good to me
OK, you are going to be happy about what happens next.
My friend has agreed to create the repair crate.
How it will work, it will use parts from another gun.
An AK-74 can use Parts from AK-74, AK-74u, Akaban, ect.
It will be using a temporary in-game model (The case from SHOC which is located at the military base at Cordon).
It will eventually use a totally different model if I can figure out how to add it to the game through the SDK.
Thats fairly easy, just import it in any 3d editing program, like 3DS, Maya, or blender, then export it to obj, import in the sdk and export as ogf. then you can fully use the model :)
I know, I need to re-install 3DS Max again. I already have the box which is going to use but my friends from Gamebanana might UV map it so I can texture it.
LoNer1, maybe you could add it to the game for me?
Yes, it can import .obj files, .lwo, .txt, .wav, .ltx and .cpp. it can Export .obj files too. :)
I didn't know that the SDK could import .obj files. There doesn't seem to be an option to load them at any rate.
Also, are there Stalker import/export plugins for Blender somewhere as well?
Sounds really good. Just remember that the new weapons needs this option too and many of them just exist as single /one of/ unique samples. You work fast!
Well, maybe even you could even add the new guns. You should only need to add one value to each weapon.
Wow11 Aweome idea :) hope you get to implement those repair kits!
p.s. SGM has repair kits(I think, can't remember) if you guys need reference.
My friend is already scripting one so it doesn't matter.
We could have a few modern weapons go historic hehe :P
About the repair kits, I am using SMRTER Pripyat and it has repair kits in it. Maybe you could contact him about it, although it's nothing too detailed, you just click on it and it repairs everything. But the rarity of the kits adds to the immersion.
As I have said many times we already have a guy on this. This system will be a lot better than what you had just exaplained and will look great.
Sigerous has repair kits Two types one for suits and one for weapons. Like the Smrter ones they are quite simple in nature although they do offer you the opportunity to either use up one repair kit per fix or also use an old version of the same gun for spares which would be a good aspect to have that way one repair kit can be used twice. Looks like its sorted now I see.
This feature can add immersion but it can also break it. One way to control it is the rarity of the kits, of course. But how about a time factor? Let's say it takes 1 hour in-game to repair a gun - so the character would not be able to duck behind a corner and insta-repair a weapon during a fight. It could look like sleeping.
By the way, I suggest the same for healing. Medkits with high healing power should take at least an hour to apply. Or even could require several hours of sleep afterwards to take effect.
edit:I sounded a but critical and negative so let me add that this mod is highly anticipated by me and wish the team good luck. :)
Well, I might see about adding a time limit. Not 1 hour of course but what could happen is that you repair the weapon and the player cannot move for about 10 seconds. The player can hit cancel at any time if he is being attacked.
Yeah, that's a good idea. Maybe let the actor move but dissalow any weapon/detector to be raised for that 10 seconds
I seem to remember in Stalkersoup for SoC. You left the weapon or armor with the repair person and depending on amount of damage the item had - it would cost more and take longer to repair. This would be a great way to implement major repairs or upgrades to weapons, more realistic too.
You are going too soft imho. :) If my gun breaks, I expect to be in huge trouble without a replacement, and I should be concerned to go find a person to repair it or a safe place to fix it myself (disassemble, clean, assemble).
Btw, we are not talking about the weapon jam when a shell gets stuck, right? We are discussing a feature where a gun breaks and cannot be used until fixed? Just to make sure we are on the same page. :)
I was thinking of this 'servicing' as something that restores just a very few points on the condition meter of the weapon.
Derranged can you confirm this ideology of item effect?
Do you mean that when you repair a weapon is will not repair it fully? Because that's a good idea.
Yeah, my thought is that the 'servicing action' makes the weapon condition bar/meter go up a single or two points.
This action makes either the repairkit dissapear as it has been used OR makes the weapon used for the parts/repairing go the lowest crappy condition possible (isn't this the system/idea used in Fallout3?)
So this would be the "field service" by the player out in the wild? The mechanics in the stations could still repair fully?
Exactly
Little suggestion / question:
How difficult would it be adding bayonet feature to some of these new weapons? They would work as fine attachments to some classic rifles, like Mosin Nagant, but don´t know if the engine really supports such thing (unless it´s faked somehow).
OK, now to add bayonets we would need the 3D models (These are easy to find) then we would need to script the whole thing in. We might even need to hack the actual engine which I would not even have a clue on doing.
A bajonet would be an item like the silncer/grenade launcher. My biggest mystery there would be how to tell the engine that "now the weapon tip is dealing melee damage with this attachment when you press this key".
It can't be used like a weapon.
Maybe during draw/hide/idle_bore animations,but that's it.
Well, if some could hack the SDK or the .DLL files (I cannot remember which) it might be able to be done. Except this would take somebody who has a lot of skill in this area and could break the game...
You need to hack the engine for that,and that is illegal.
Right, the only thing that's a barrier here is the fact that some skilled programmer would have to make notion to the engine that:
- 'X thrust animation'
- 'triggered by X key (with X item attached)'
- 'deals X amount of damage
- 'in X radius'
The rest could easily be done in my opinion. But I am aware that this engine hack is close to impossible (at least with my knowledge that is).
I will leave this idea here. If anyone thinks that they are capable of doing this you are more than welcome to PM me.
How does the knife weapon work? I imagine you could have the weapon just shoot an invisible, extremely close-range "bullet" at the end of the animation or something.
You could even use the grenade launcher key to activate it.
The main thing that wrong with this method is that, unlike an M16, any legitimate/non reproduction StG-44 that even survived almost 70 years to get to now would have to be an incredibly well maintained machine, not to mention a literal gold mine and worth a small fortune (at least outside the Zone).
Not necessarily true. It has been in use as recently as the Libyan civil war by rebel fighters, because despite its age, value and rarity, it still finds its way to the black market. Plus, who says they need to be non-reproduction?
You will have to talk about this to people on the GSC forums. You might be able to find some help.
Brilliant idea mate =). Is AKs-74 historical?
What?! A comment that actually relates to the picture? :)
The AKs74 could be either but I decided for it to be the historical
Sorry guys, that's an AK-74, the AKS-74 had a folding metal buttstock.
Actually, that's an AKM.
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