Warframe Mod - Grineer Supremacy Expansion [0.1 patch]
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darkman945
Joined: Sat Dec 20, 2014 4:33 pm Posts: 48
Warframe Mod - Grineer Supremacy Expansion [0.1 patch]
Thanks to :
Visage ( for imensly helping with balancing and lua. )
This mod, has been worked on for quite a while, and researched too... Let me tell yo some info! My original plan was to make a animatronic and endoskleteon mod, but that was scrapped, hence the rte name being Endo, seeing as i didnt want to redo the file, and got a idea about warframe weps, i went ahead and did the mod making shenanigans, and voila, heres a warframe wep. mod.
Warframe is a game about SPACE NINJAS WITH GUNS.
- Features over 10 weapons, dual wielded pistols, and more!
- Stats are directly ripped from the warframe wiki, so bring out your annoyed soul when using certain ones.
- Cool looking sprites, although some need fixing
- A trailer!
- Variety!
- Mainstreamness!
Complete actor list [beta]
Complete weapon list:
IMPORTANT!
IMPORTANT!
IMPORTANT!
The Mod is still in early alpha!
Check out the trailer before you download the mod ( The dera in the the trailer is old )
Trailer: CLICK THE YOUTUBE ICON TO THE LEFT OF FULLSCREEN SO U CAN VIEW IT NORMALLY
Trailer: CLICK THE YOUTUBE ICON TO THE LEFT OF FULLSCREEN SO U CAN VIEW IT NORMALLY
There are no pictures as of now, the trailer is there to show you most of the stuff, and heres the story of the trailer:
- It was sometime during the year 7384, Nazi Cyborgs emerged from earth and attacked the humans, Tenno were called to help, which they did, their weapons being able to stop any german threat the nazi's could throw at em, after all that, the Tenno were eradicated by the Techion, their weapons sold at the Tradestar for minimal prices, the Tenno seek revenge, but cant open a portal to access Earth.
Now its your time to Begin...
CORTEXFRAME
Attachments:
File comment: Expansion patched. Warframe.rte.rar [375.69 KiB]
Downloaded 3738 times
Last edited by darkman945 on Wed Aug 12, 2015 12:33 pm, edited 10 times in total.
Sat Apr 04, 2015 2:59 pm
halo117
Joined: Tue Feb 19, 2013 2:50 am Posts: 111 Location: the midwest
Re: Warframe Weapons Mod
It's a good mod so far, but some of the weapons don't have the feel or sounds like their warframe counterparts. But I can't be picky since this is early alpha.
Sat Apr 04, 2015 6:09 pm
darkman945
Joined: Sat Dec 20, 2014 4:33 pm Posts: 48
Re: Warframe Weapons Mod
Next update imma import some sounds from warframe ( if its even legal XD ) and use those, again, i think its legal since its a fan made mod with no profit intentions.
Thanks for the comment, imo. still working on the mod, hope you enjoy abusing the Overpowered Soma and the Explosive Ogris
Sat Apr 04, 2015 7:34 pm
halo117
Joined: Tue Feb 19, 2013 2:50 am Posts: 111 Location: the midwest
Re: Warframe Weapons Mod
darkman945 wrote:
Next update imma import some sounds from warframe ( if its even legal XD ) and use those, again, i think its legal since its a fan made mod with no profit intentions.
Thanks for the comment, imo. still working on the mod, hope you enjoy abusing the Overpowered Soma and the Explosive Ogris
Have yet to try the ogris, and the soma was good. I would recommend to add a spin up for the gorgon and such to take the place for the fire-rate increase mechanic thingamabob in warframe. Just to make the LMG's at least balanced in some way.
You at least showed how bad the viper is. The shots literally bounce off coalition armor
Sun Apr 05, 2015 10:27 pm
darkman945
Joined: Sat Dec 20, 2014 4:33 pm Posts: 48
Re: Warframe Weapons Mod
Oh the Ogris is great, but its broken atm, switching fire modes resets it to 1 ammo per mag. No fix for that yet.
I felt like the vipers needed a good implementation, so i made em crap like they always are.
Next update comes with some new sounds, a few new weapons, and some balancing... Let me tell you something. Seeing as you were first to comment.
I give you a choice. What do you want implemented. ( Excluding Melee weps )
A) Prime weapons
B) 3 new random guns
C) 2 weapons of your choice
Mon Apr 06, 2015 10:40 am
halo117
Joined: Tue Feb 19, 2013 2:50 am Posts: 111 Location: the midwest
Re: Warframe Weapons Mod
darkman945 wrote:
Oh the Ogris is great, but its broken atm, switching fire modes resets it to 1 ammo per mag. No fix for that yet.
I felt like the vipers needed a good implementation, so i made em crap like they always are.
Next update comes with some new sounds, a few new weapons, and some balancing... Let me tell you something. Seeing as you were first to comment.
I give you a choice. What do you want implemented. ( Excluding Melee weps )
A) Prime weapons
B) 3 new random guns
C) 2 weapons of your choice
I would say B. But I would recommend adding in something like the latron and/or vulkar for something dedicated for long range. The grinlok is fine, but it's pretty much a mid range powerhouse.
Another problem is that some of the weapons have a draw range that is unnecessarily large.
Tue Apr 07, 2015 12:03 am
darkman945
Joined: Sat Dec 20, 2014 4:33 pm Posts: 48
Re: Warframe Weapons Mod UPDATE 1.3
Update 1.3 has been released, lets keep the (small) hype up!
Balancing has been added... Weapons now have proper stats and sharp range has been lowered.
New Weapons:
- Latron - Kohm - Vectis - Bolto / Akbolto - Flux Rifle - Ak Versions of weapons
Wed Apr 08, 2015 4:24 pm
halo117
Joined: Tue Feb 19, 2013 2:50 am Posts: 111 Location: the midwest
Re: Warframe Weapons Mod UPDATE 1.3
Alright, Loving the new weapons so far. But the Bolto needs work, it's literally firing grenades. Unless, you know, you want them to have that syndicate mod installed in them..... Yeah, I think you can tweak them a little, but if the goal was to make it as if it already had the mod installed, I'll give it a 5/5 for accuracy when you use it with said mod.
Sat Apr 11, 2015 2:16 am
darkman945
Joined: Sat Dec 20, 2014 4:33 pm Posts: 48
Re: Warframe Weapons Mod UPDATE 1.3
Yep, bolto is and still is heavy WIP, although it is fun, its kinda broken aswell, il be tweaking it while i work on some more weps.
Sat Apr 11, 2015 11:02 am
Visage
Joined: Fri Jul 06, 2012 7:20 am Posts: 44
Re: Warframe Weapons Mod UPDATE 1.3
Since OP doesn't seem to be working on this anymore, I've made a new(?) and shiny(?!?) update for this, or at least polished up some of the pointier bits. Download it if you care, it's attached to this post.
old post:
Being an avid player of Warframe myself, I figure it's reasonable for me to provide some feedback here... I've done some ini and lua work before for CC, so I might be able to help with things.... - Vectis: This seems to work about right. It seems a bit OP, but that's the nature of Warframe meta weapons. You should probably increase the reload time, though. - Kohm: I didn't take the time to look into the files and see how things work (which I probably should), but it did not seem to have the mechanic of increasing pellet count per shot - its most distinctive characteristic. I also don't recall the source weapon's pellets falling quite so much... I think I would also recommend seeing if you can get the shots to bounce around - that would be really cool if it worked. - Flux Rifle: This is pretty much perfect aside from the fact that it can snipe XD - Latron: Seems about right - Bolto: Bolto bolts don't have a ballistic trajectory, or at least it's certainly much less pronounced than how you have it... If you're interested in making them work without the exploding, I would recommend trying to make the bolts like scaled-down Revolver Cannon/Marauder shots to make them mirror Warframe's pinning mechanic. Alternately, you could use the Whitty's Wonderful Mods harpoon gun code (though that would be crazy with high fire rates). - Dera: Seems about right - Lato: Seems about right - Lex: Ehm... The main selling point of the Lex is that it's perfectly accurate. It's really not here. I feel like it should also hit a tad harder, but that's neither here nor there - Vasto: Seems about right - Sicarus: The way you did this is pretty clever. I feel like it's perhaps a bit too strong, particularly as it has "infinite ammo." - Viper: I don't know what kind of assumptions you're making about how these weapons are modded, but the Viper/Twin Vipers has much stronger damage output than most primary weapons (At least, when I leveled them. I suppose there's been quite a bit of power creep since then XP). The primary limiting factor is that they run out of ammo so ridiculously fast. - Braton: Feels about right, strength-wise. I feel it should probably have less spread, though. - Karak: Seems about right - Gorgon: I think it's much stronger than it should be. It also definitely needs a wind-up of some sort, though it would be fine to use CC's innate mechanics instead of trying to do something janky with lua or something. - Soma: See above about the wind-up, and I think it would be possible to add some variation in the shots to simulate crits... - Grinlok: Seems about right - Ogris: Adding in a charge mechanic would be really nice... - Hek: Seems about right
I know you didn't ask me, but the Amprex and/or Torid would be awesome, if you could pull them off.
EDIT: I found this fancy Lua from an older post.....
Arcalane wrote:
FanSea wrote:
~SOUNDS~
Luckily for you, Cave whipped up a script for me a while back that'll work perfectly for the Gorgon (and any other climbing RPM weapon, for that matter);
if self.Magazine ~= nil then if self.reloaded == false then self.reloaded = true; self.ammoCounter = self.Magazine.RoundCount; else if self.ammoCounter ~= self.Magazine.RoundCount then self.spinDownTimer:Reset(); self.RateOfFire = math.min(self.RateOfFire + (self.rofIncreasePerShot*(self.ammoCounter-self.Magazine.RoundCount)),self.rofMax); end self.ammoCounter = self.Magazine.RoundCount; if not self:IsActivated() then self.RateOfFire = math.max(self.RateOfFire - (self.rofMax-self.rofBase)*(self.spinDownTimer.ElapsedSimTimeMS/self.rofTimeToReset),self.rofBase); self.spinDownTimer:Reset(); end end else self.reloaded = false; end
The first is the base rate of fire, what it starts at, and should match the weapon's standard value in the .ini files. The second is how much it gains per shot; higher = faster spin up. You can probably do some fancy math here if you know the time you want it to take, or just eyeball it. Third value is what the rate of fire caps out at (it won't go any higher). Lastly, the fourth value is how long it takes to unspool once you stop firing; it should also drop back down to base if reloaded. A short delay here allows for short bursts at high RPM without having to spin up again every time.
Attachments:
File comment: We can hope it's shiny. Maybe it's shiny. TBH, it's anything but new. Warframe - New and Shiny (maybe).rar [380.3 KiB]
Downloaded 943 times
Last edited by Visage on Thu Dec 17, 2015 3:01 pm, edited 1 time in total.
Sun May 31, 2015 10:37 am
darkman945
Joined: Sat Dec 20, 2014 4:33 pm Posts: 48
Re: Warframe Weapons Mod UPDATE 1.3
Havent seen a reply here in a long time...
Anyway... Last time i updated this was half a year ago... Since then i like made some early aplha Corpus and Moaman sprites.
I am indeed going to bring this mod back with a bang. Warframe gets updates, this gets too.
Next update you can expect 5+ weapons and 2 actors.
Wed Jun 03, 2015 4:35 pm
Visage
Joined: Fri Jul 06, 2012 7:20 am Posts: 44
Re: Warframe Weapons Mod UPDATE 1.3
Remember when I said I'd help? I had already started when you replied, just for my own amusement. I think I've gotten most of the things I noted ironed out.
I'm sure you'll disagree with some of my changes (like making the Bolto not explode), but I think it's now actually fairly balanced with the basic content and significantly more faithful to the original.
Be aware that there is some ugly and undocumented sparklemagic in there to make the Kohm work like it should. The Kohm now works properly, but it also spams anything related to reloads; I commented the sounds out to reduce noise pollution XP
The Ogris now has a charge mechanic of sorts, and uses Ronin RPG-7 rounds for great justice/terror
Remaining issues(?): I still tend to think the Vectis's terrain-ignoring ability should be reined in, but I settled with making it ridiculously expensive. For some reason, the Boltos are made out of wet toilet paper, breaking as soon as anything touches them... TBH, it's probably for the best considering the direction I took with "balancing" them. I didn't really touch a few of the guns, but I figured they weren't too far out of line...
Attachments:
File comment: This will overwrite any Endo.rte you already have because I'm too lazy to change things, so watch out for that... SpitAndPolish.rar [82.72 KiB]
Downloaded 566 times
Fri Jun 05, 2015 2:57 pm
darkman945
Joined: Sat Dec 20, 2014 4:33 pm Posts: 48
Re: Warframe Weapons Mod UPDATE 1.3
Yesssssss... We can work with this...
Is it fine if i steal some of dat Lua ya brought up, Its some fine stuff...
Oh ho hoo
Now i can make the kohmak too!
Fri Jun 05, 2015 7:38 pm
Visage
Joined: Fri Jul 06, 2012 7:20 am Posts: 44
Re: Warframe Weapons Mod UPDATE 1.3
I don't care too much what you use or don't use. (EDIT: Actually, I think I'd prefer if you used all of them; I made the changes because I like them, and I think they make the mod better/more balanced with vanilla CC)
I may or may not be willing to contribute more in the future as well...
Anyhow, you will probably want to credit Cave(Cricket48?) for all of the Lua files present, and perhaps Arcalane for copypasting where I could find it.
For the Kohm code, you should probably credit me and whoever made the code for the Ronin Thumper... Also, definitely remember to beware the reload sounds
I'm a terrible person; I steal a lot of Lua lol...
EDIT: Also, do you plan to use my alterations to the .ini files, like the Soma actually having crits/non-crits? Your previous comment makes it sound like you're only planning to use the Lua.
Sun Jun 07, 2015 1:02 am
darkman945
Joined: Sat Dec 20, 2014 4:33 pm Posts: 48
Re: Warframe Weapons Mod UPDATE 1.3
First of all, ima steal all of dat lua and credit the peeps and you, i may take the Soma,Ogris,Kohm .ini files so that it works... Im testing and rebalancing your rebalancing... Point Strike installed, amirite?
Also, the next update i make will feature all these little fixes and... heres some spoilers...
A pack of fake prime weapons, thats right, "fake", they dont really exist, and maybe some exist...
- Latron prime - Braton Prime - Vectis Prime
And im making this bigger than a weapon mod... Corpus Crewman and my own creation... A Moaman, A Moa CPU installed into Corpus bodies.
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