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 Zeffram Manufacturing [WIP] - V1.2 - Updated 1/18/10 
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 Zeffram Manufacturing [WIP] - V1.2 - Updated 1/18/10
Well, this is my first mod, but hopefully I'll be able to surpass the expectations for a first mod.

My goal with this mod was to create some median between great looking weapons and extremely realistic weapons, which I think I did. I also put in some actors, just cause I felt it needed them.

But now, for some made up backstory....
Quote:
When the Coalition began exploration of space, there were two munitions companies facing off to be picked as the Coalition supplier. One was Zeffram Manufacturing, a company focusing on utilizing cutting edge technology to produce the deadliest weapons possible. The other, not named for security reasons, focused on loud noises, big explosions, and sticking to old gun principles. The second won the contest, merely because it was easier for the leaders of the Coalition to make sense of.

While the Coalition went off to do its thing, the Zeffram Munitions Company (Now, Zeffram Manufacturing) nursed its wounds and continued what it had always done-


- Produce elegant and yet simple weaponry. As seen below, Zeffram Manufacturing offers a wide variety of weapons to fit any situation.

Image
ZM7 - The ZM7 is a lightweight, compact machine pistol, with either semi or fully automatic fire.
Clipsize : 20
Ammo Type : Plasma

Image
ZM15 - The ZM15 is a compact, but still heavy, gatling gun, fed from a top mounted magazine.
Clipsize : 75
Ammo Type : Plasma

Image
ZM16 - A classic remade, the ZM16 followed the basic model of the Colt M16. It has been upgraded with a larger clip, plasma based ammo, and a modified M203 grenade launcher mounted on the bottom.
Clipsize : 35/1
Ammo Type : Plasma/Grenade

Image
ZM20 - The ZM20 is a semi-automatic double barreled shotgun. The primary barrel is loaded with a fragmenting shot, the second with a piercing slug.
Clipsize : 4/1
Ammo Type : Shot/Slug

Image
ZM24 - A hybrid between an assault rifle and a flamethrower, the ZM24 is fed from a magazine instead of a canister. The napalm in the canister either flows straight out and is ignited or fills a compact grenade, launched when in secondary mode.
Clipsize : 50/1
Ammo Type : Napalm (Streamed)/Napalm Grenade

Image
ZM25 - A mod of the ZM24, the ZM25 features the same napalm magazine, but also a pressurizing chamber in which the napalm is compressed. It is then launched in a single burst, igniting all of it at once in a deadly fireball.
Clipsize : 4
Ammo Type : Napalm (Burst)

(Sorry, forgot image.)
ZM36 - A dual-wieldable SMG, loaded with plasma rounds.
Clipsize : 30
Ammo Type : Plasma

Image
ZM44 - A sized down assault rifle loaded with SMG plasma rounds and a small grenade launcher.
Clipsize : 30/1
Ammo Type : Plasma/Grenade

ZM55 - A simple plasmite timed grenade - sold by the case.
Timer : 3 seconds

ZM82 - A plasmite grenade designed to explode on contact - sold by the case.

ZM90 - A heavy plasmite charge intended to be detonated by use of a remote detonator - sold one at a time.

Image
ZM97 - A homing missile launcher, designed to fire two compact plasmite rockets at once.
Clipsize : 1
Ammo Type : Plasmite Guided Rockets

Image
ZM99 - A high powered railgun based rifle, it accelerates plasmite charges to extreme speeds, allowing it to penetrate almost all armor and obliterate light armor.
Clipsize : 5
Ammo Type : Plasmite Charges

Image
ZM101 - An assault rifle designed to fire either standard plasma rounds or armor piercing rounds.
Clipsize : 30/5
Ammo Type : Plasma/Conventional Armor Piercing rounds

TO USE FIRING MODES: when you have the weapon selected, open the pie menu and select "Gold Dig AI Mode". If the weapon switches, just scroll until you find it.

Zeffram Manufacturing also employs basic clones and mechanical units.

Image
Invader - The Standard light infantry of Zeffram Manufacturing. They are equipped with minor cybernetic implants to increase performance. In case of severe head trauma, the unit will explode to prevent salvage.

Image
Enforcer - A heavier, better armored version of the Invader. Also equipped with explosives to prevent salvage.

Image
Destroyer - A heavily armored crab-walking tank, piloted by an Invader.

History
V1 - Release
V1.1 - Introduced dual firing modes on most weapons. DOES NOT WORK ON MAC.
V1.2 - Added a bit more content, got sprite for soldiers (courtesy of DSMK2), and made a few more weapon sprites.

------------
CREDITS -
Dr Victory (for Coalition Dreadnought sprite sheet)
MacAnkka (for recoil affected aiming code)
p3lb0x (for a few sprites [found in sprite dump] and original plasma ammo)
Gotcha! (for sprites and code from UniTec)
CaveCricket (for original dual firing mode script/template)
Blaze200038 [me] (for respriting, a large amount of ini coding and a bit of lua coding)
DSMK2 (For soldier sprites)
-------------

Please give constructive criticism, post bugs, et cetera.
--Known bugs, or things I just plan to change--
-Make Enforcer arms stronger - DONE
-Introduce duel firing modes to 90% of weapons (original plan, lua bloke on me) - DONE
-Get firing modes to work on Mac - 0%
-Make (by myself or with an artist) original unit sprites - 15%
-Make original craft, including:
--A dropcrate - 0%
--A dropship - 0%
--A troop rocket - 0%
--An attack rocket - 0%
--An attack gunboat - 0%

NOTE: There is one download, containing two rtes. The scenes in one are disabled due to dependency on Map Pack Three, available here: http://forums.datarealms.com/viewtopic.php?f=24&t=12224
All the scenes really have is two bases, though I think they're pretty well done.

Blah, external download cause its too big.
http://www.mediafire.com/?kndoinv1zzv

Released under Creative Commons license
http://creativecommons.org/licenses/by-nc-nd/3.0/us/

If anyone running Mac cares to take a look at the Lua files for the weapon switching and fix them to not crash on Mac and tell me how, I'd be most appreciative and will give you the credit for the fix.


Last edited by Blaze200038 on Mon Jan 18, 2010 6:03 pm, edited 6 times in total.



Fri Dec 25, 2009 3:16 pm
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
Besides the bad coalition resprite. I have to say that's some nice looking sprites you got there!


Fri Dec 25, 2009 3:21 pm
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
p3lb0x: I thought the same but many of them are just UniTec resprites. I AM NOT IMPRESSED. The Destroyer is just a blue Coalition Dreadnought.

While it's an okay mod it seems Frankenstein-ed together from a bunch of other mods; I can't see too much originality here. Still, it does exceed expectations for a new mod, but keep away from resprites.


Fri Dec 25, 2009 3:38 pm
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
Looks cool for a first mod. Love the blue.


Fri Dec 25, 2009 8:50 pm
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
I loved the minigun, and using the laser revolver trail on fast-firing weapons looked pretty cool. I do think that it would be better to have no units at first than recolored vanilla units, though. Nice first mod.

Edit: I loved how the laser revolver glow trail looked with the faster weapons, and that brought about a couple of variable changes, resulting in this:


Attachments:
File comment: lazarchaingun
ScreenDump031.bmp
ScreenDump031.bmp [ 900.05 KiB | Viewed 18412 times ]
File comment: lazarchaingunspread
ScreenDump029.bmp
ScreenDump029.bmp [ 900.05 KiB | Viewed 18412 times ]


Last edited by Pyrokinesis1019 on Tue Dec 29, 2009 8:32 pm, edited 1 time in total.

Fri Dec 25, 2009 9:31 pm
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
Dude, the glow trails are from the Matilda Thermal-Laser Revolvers from Fallout, a minor mod, IN IT'S INTENDED PLACE ( The Minor Mod Thread ) .


Sat Dec 26, 2009 5:51 am
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
The shotgun should also have these trails imo. Should make it pretty spectacular, if laggy. I think it would remind me of the shotguns in Mass Effect too.


Sat Dec 26, 2009 10:43 pm
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
AT first I was going to join you guys at the "NO U THIS IS STEALED FROM PEOPLES", but does that really make it any less of a good final product?


Sun Dec 27, 2009 2:44 am
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
Glows look cool, but those sprites are largely just Unitec stuff with a few blue bits tacked on.


Sun Dec 27, 2009 4:08 am
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
The Enforcer has a tendency of loosing it's arms.


Sun Dec 27, 2009 5:00 am
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
Even if it's a resprite, it's a good looking and balanced mod. I like it. And this guy is wise enough to give credits!


Mon Dec 28, 2009 11:45 am
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
deathbringer wrote:
The shotgun should also have these trails imo. Should make it pretty spectacular, if laggy. I think it would remind me of the shotguns in Mass Effect too.


I did try for that, but I ran into errors involving the recoil affected aiming script that made the glows not follow the actual bullets... it looked a little nicer, but sacrificed any and all sense of accuracy that the weapon had.

Everyone Else wrote:
Many of the sprites are from UniTec, the glows are from the Matilda Revolver in the Minor Mod Dump, and the resprites are uncreative.


All I have to say to that is that I applaud you all for your perceptiveness. After a week or two of trying to create passable sprites, I ended up with disgusting blobs of basically no shading, and the offsets were crazy off. It's just not my thing.

My thing is, in fact, quite literally, "frankensteining" things together, and that is sort of what I was doing when I started this mod. I saw many great features, and tried my best to combine them. Granted, I hope to be making better (or just original, lol) products in the future, but I'm still satisfied with how this is turning out. (Participle, since it is still a WIP....)

Thanks all for input, and sorry for slow response. Been on holiday without internet.


Wed Dec 30, 2009 3:38 am
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
When i tried to start the mod, it gave me an error in Index.ini line 45. When i looked inside the .ini it was so weird that i think it was corrupted. There were 3 lines of text, but those lines were ♥♥♥♥ long. There were no line changes (or whatever they are called) so i gave up about that thing. What to do?


Wed Dec 30, 2009 11:19 am
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Post Re: Zeffram Manufacturing [WIP] - My Christmas Present to CC
Natti wrote:
When i tried to start the mod, it gave me an error in Index.ini line 45. When i looked inside the .ini it was so weird that i think it was corrupted. There were 3 lines of text, but those lines were ♥♥♥♥♥♥♥ long. There were no line changes (or whatever they are called) so i gave up about that thing. What to do?



Well, I checked it. Line 45 is supposed to be
Code:
//IncludeFile = Zeffram Manufacturing.rte/Activities.ini


The // at the beginning would depend on which file you downloaded. If you don't have Map Pack 3, make sure you downloaded the one that has scenes disabled.

EDIT: After trying it on my Windows partition, I checked the .ini's, and it was weird like you said. It still worked though.


Wed Dec 30, 2009 4:37 pm
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Post Re: Zeffram Manufacturing [WIP] - V1.1
Hmm. I guess i downloaded the wrong version then, and my CC is on the desktop. Will try again when i get my motherboard, processor, 4GB of DDR3 and my graphics card back. One of them is broken and we don't know what one. They were all christmas presents. 3 days they worked, then Windows crashed, into an infinite reboot loop. Annoying.

Oops. Off-topic. My bad.


Thu Dec 31, 2009 10:36 am
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