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Brolands mod, [WIP] http://45.55.195.193/viewtopic.php?f=61&t=31852 |
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Author: | p3lb0x [ Thu Oct 04, 2012 9:13 pm ] |
Post subject: | Brolands mod, [WIP] |
![]() Hi ho, I am making a borderlands inspired random gun generator mod. Some of you might have seen my thread in requests. This is kind of a request too but I feel a progress thread would make more sense. What I need is more resources! More modules for my guns, which means more sprites, more stat data, more round types, etc. I also need some testers, so if you feel like you could create some modules, balance the modules or help test for bugs, and not kill yourself because of my shitty lua. Then send me a PM. Current gun count: 57750 different combinations of modules 25 barrels 15 bodies 22 mags 7 bullets Prototype media: ![]() Attachable version ![]() ![]() The guns actually being held by actors ![]() Gun generation Teaser video: Going over the various aspects of my shitty code: Download: https://dl.dropboxusercontent.com/u/164 ... ds.rte.rar http://xeno-mods.com/mod/135/brolands-wip Current progress: 3 random modules used for creation of a SMG like weapon. Randomized accuracy stat Randomized magazine capacity stat Randomized rate of fire. Randomized projectile mass Randomized projectile sharpness Randomized projectile velocity Randomized projectile type Randomized firing sound - Now dependent on bullet type Randomized reloading sound - Now dependent on magazine type Modules modifying randomized stat values. Firing works now, I think. Removed data from main lua script. Current task: Make some round types Fix muzzle offsets To do list: Get a minimum of Create different gun types, pistols, rifles, assault rifles, launchers, shotguns, etc Possibly more module types? Scopes, lasersights, stocks, etc Somehow balance the base stats to vanilla content. Write a tutorial on how to create the different modules. Figure out a way to replicate guns. Fix some muzzleoffsets for the barrels. Figure out a way to use something besides MOSRotatings for modules as they draw before actors. Meaning you need funky stanceoffsets to be visible - Fixed Powergoals: Revamp module format and selection to allow recursively adding more than one body/barrel/magazine/etc Current credits list: 4zK for sprites Voxxitronic for sprites and module icon. CaveCricket42 for Lua help Djinn for Lua help Weegee for his fantastic weapon test scene Duh102, I stole most of his line drawing code from the laser gun in the minor mod dump Tester list: 111herbert111 Djinn Voxxitronic Nonsequitorian |
Author: | Djinn [ Fri Oct 05, 2012 12:36 am ] |
Post subject: | Re: Brolands mod, [WIP] |
No download, P3L? |
Author: | p3lb0x [ Fri Oct 05, 2012 1:31 pm ] |
Post subject: | Re: Brolands mod, [WIP] |
Djinn wrote: No download, P3L? Hoping to have a more finished product before peddling it to the masses. Djinn. Thanks Uberhen, but most of those probably aren't useful until/if I get secondary attachments working. |
Author: | weegee [ Fri Oct 05, 2012 5:38 pm ] |
Post subject: | Re: Brolands mod, [WIP] |
If you need some weapon-test activity which will spawn some random actors from different factions I can make one. |
Author: | p3lb0x [ Fri Oct 05, 2012 7:16 pm ] |
Post subject: | Re: Brolands mod, [WIP] |
Started over, instead of using MOSRotatings, I will now just change sprites and locations of attachables. Lets see how this work. edit: It works fine, I've added more modifiers for the projectiles. Here, have some gun stats. Do note though, that this is with all modifiers from modules set to 1. So it is only the base random stats we're looking at, if anyone is willing to go over these modifiers and figure out base stats so that it is semi balanced, then that would be great. |
Author: | Voxxitronic [ Fri Oct 05, 2012 10:50 pm ] |
Post subject: | Re: Brolands mod, [WIP] |
I want to sprite for this so bad. If you want examples of my work, I can give them to you. |
Author: | p3lb0x [ Fri Oct 05, 2012 11:12 pm ] | ||||
Post subject: | Re: Brolands mod, [WIP] | ||||
Oh yeah, I totally forgot to answer your PM. The three module types I have right now are barrels, bodies and magazines. While the position of the body sprite in the alloted area isn't the important. The position of the barrels and magazines in their respective sprites is. You'll want to put them in the same area as the ones I've linked.
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Author: | Voxxitronic [ Sat Oct 06, 2012 2:02 pm ] |
Post subject: | Re: Brolands mod, [WIP] |
Excellent. I assume handles will not be modified, or maybe are for later? Also, should I make stocks on any of the bodies? |
Author: | p3lb0x [ Sat Oct 06, 2012 2:38 pm ] |
Post subject: | Re: Brolands mod, [WIP] |
I don't think I am going to bother with stocks for the smg. So just focus on barrels, bodies and mags for now. |
Author: | BremusJacklancer [ Sat Oct 06, 2012 11:04 pm ] |
Post subject: | Re: Brolands mod, [WIP] |
This is pretty sick, Maybe I should pitch in with borderlands inspired sprites. LOL, Claptrap, with a ninjasword LOL |
Author: | Voxxitronic [ Sun Oct 07, 2012 3:37 pm ] |
Post subject: | Re: Brolands mod, [WIP] |
Is the newest version stable enough for testing? I want it ![]() |
Author: | carriontrooper [ Mon Oct 08, 2012 2:48 pm ] |
Post subject: | Re: Brolands mod, [WIP] |
By the looks of it, there's gonna be some gun categories: -front-mag SMG (which you showcased, and I assume works) -bullpup SMG -front-mag assault rifle -bullpup assault rifle -front-mag sniper rifle -? bullpup sniper rifle -shotgun -machinegun -grenade launcher -rocket/missile launcher -? digger/tool It would be cool if you can add stocks too, it'll add up the variety count. |
Author: | p3lb0x [ Mon Oct 08, 2012 5:19 pm ] |
Post subject: | Re: Brolands mod, [WIP] |
Stock shouldn't be hard. But it would make it harder to get the stance offsets right in that case. |
Author: | MaximDude [ Tue Oct 09, 2012 2:03 am ] |
Post subject: | Re: Brolands mod, [WIP] |
p3lb0x wrote: Stock shouldn't be hard. But it would make it harder to get the stance offsets right in that case. If you're attaching random ♥♥♥♥ to the gun body with lua, then it wouldn't affect stance offsets at all... You just need to get them right one time for each weapon type, after that it doesn't matter what gets glued where - stance still remains the same. I might be wrong though... |
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