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06.01.2008 06:21
solecist
Trained Modder

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Reality Enhancement Beta


CURRENT VERSION: 1.001

links to other forums:
http://incrysis.com/forums/viewtopic.php?id=15792
http://www.crysis-online.com/forum/index...ic,16570.0.html

been a bit wary of posting this here, but i figured its about time.
if you want to be in the beta all you have to do is pm me your email address.

here are the features (1.001 hotfix changes are at the bottom):

EDIT: i wanted to post the changes i've made for 1.2, but there is a 10,000 character post limit. 1.2 is a very large update and adds quite a few more features than what's listed.

EFFECT CHANGES:

Heavily modified muzzleflash effects. The muzzleflash will now be less bright with slightly more smoke.

Heavily modified bullet hit effects. Almost every bullet hit particle effect in the game has been changed.

Headshots now produce an all new effect for every bullet type.

New blood hit effects for explosions and gauss rifle.

Underwater bleeding effect has been fixed: you should no longer see a dark square.

Brand new particle effects for shotgun pellet hits.

Modified grenade particle effects.

Grenade smoke trail removed (what the hell was that supposed to be anyway?).

You will now black out momentarily when shot, much like when close to a grenade detonation.

A new effect will play when being shot while in armor mode, or when switching from one nano mode to the other.

Cloaking has been given a visual effect so as to slightly disorient the player. It also looks pretty cool. Wink

When bullets hit near you your screen will now shake and/or blur slightly.

AI flare smoke brightened/balanced.

Decals remain for much, much longer (depends on your config settings also!).

Small caliber weapons now have separate bullet hits for sand and soil.

7.62x51mm and above weapons now produce larger bullet hit effects.


WEAPON CHANGES:

Bullets now penetrate based on caliber type. This is an unfinished feature and therefore isn't perfect, but it's far better than no penetration at all.

Bullet drop has been implemented. Let me know what you think of it, as the math behind it is fairly random
(basically involves changing the gravity of a bullet via ONE setting).

Recoil increased on all weapons, depending on caliber.

Recoil/spread/sway is the same for weapons regardless of the sight used (more recoil/sway/spread while using a scope).

Sway has been raised slightly for all weapons.

Sway has now been reduced noticeably when crouching or in a prone position. Before, the prone and crouch positions both had the same sway multiplier.

Ditto goes for the recoil.

Several clip sizes changed. The SCAR carries 30 rounds, the SMG 40, and the pistol 12.

Ammo capacity lowered/raised depending on weapon type.

Zoom almost removed from iron/reflex sights.

Shotgun now has pump and semi-automatic modes, rather than wide and narrow spread modes, mimicking the real-life Benelli M3.

Weapons that require rechambering after firing now will rechamber while using scopes (ie, you didn't have to cock the shotgun if you were firing while zoomed in with a scope)

All weapon-related animations have been slowed reasonably. Especially noticeable when selecting and reloading a weapon.

Tracers removed from all weapons, excluding coaxial MGs. There's an annoying issue with tracers occurring on every round, even with the frequency set to 1 every 3 rounds,
so temporarily tracers have been removed from the normal MGs. Can be enabled via some minor code changes -- just ask.

Weapon effective range revamped to more real-life standards, especially concerning suppressors.

Grenade/claymore explosion radius increased slightly.

Frag grenade explosions no longer launch vehicles off the ground.

Ejected shells will remain longer.

Shell casings now have a shine.

The gun names have been changed to the closest real-life incarnation that could be found based on their appearance.

Ammo types have been given their technical real-life names (7.62x39mm, 5.56x45mm, etc)

Grenades fired from the grenade launcher no longer pierce objects and explode more than once (this could have been a bug caused by me but i don't remember that being the case Tongue ).

Machine guns won't overheat so fast.

The machine gun's rate of fire has been dropped to that of the M60 (which it most resembles).

The Asian and US machine guns now both use the US machine gun sound (the beefier of the two).

Tracer speed has been dropped slightly.

Lowered spread and recoil of the minigun. It may actually be useful now!

The sniper rifle has been made semi-automatic.

Minigun rate of fire raised to 3000 RPM (!)

Loop sounds have been removed from the MG, the SCAR, the AK, and the SMG. Now when you fire a gun, each shot will produce its own sound.
This also allows for rate of fire changes to be heard more distinctly. Thanks to fud of crymod.


AI\VEHICLE CHANGES:

Locational damage multipliers have been modified. Enemies will die much faster.

AI weapon accuracy lowered significantly to counter the player's much reduced health.

Hit impulse lowered. Enemies are now more likely to slump over rather than fly backwards when shot to death.

Enemy ragdolls can now be manipulated/shot after death. (thanks to james-ryan of crymod) May or may not be included depending on EA and individual fansites.

Bullet hole decals now appear on the body, but are somewhat buggy. These decals only work with object detail set to high and may or may not be included depending on EA and individual fansites.

Ragdolls tweaked for realism.

Cloaking is now much less effective to balance both the slower energy drain time as well as the increased damage to enemies. Enemies will spot you much more easily from a distance now.

The North Koreans no longer carry the LAM attachment. It looks ridiculous from a third person perspective.

Shooting the fuel can on the back of the jeep no longer causes the jeep to blow up. What nonsense!

Small caliber rounds do considerably less damage to vehicles.

Player/AI speeds modified.

All AI types will now have a small chance of falling and then getting back up when damaged. Before, only a few select AI types would do this (why, i do not know).

Helicopters and other vehicles won't see you as easily, nor will they shoot as accurately.

Vehicle damage multipliers have been edited for realism. This means less damage from collisions.

Tank rounds will now reload slower.

Suppressed weapons can now be heard by AI from farther away. This should hopefully eliminate some of the stupid behavior concerning silencers.


PLAYER CHANGES:

Player damage multipliers have been tweaked. Head/chest shots will damage you more.

Health has been reduced, while your energy has almost been doubled.

Health only regenerates while using armor mode.

Energy regeneration has been slowed.

Nanosuit armor mode is much more important. Without it the player can be killed in less than three hits.

Cloaking and speed mode require less energy. (to balance the slow regeneration)


Many other small changes not worth mentioning or long forgotten!


1.001 CHANGELIST:

Jeep no longer starts on fire if it flips upside down.

Penetration has been modified so as to hopefully be much less buggy. No more getting shot through *everything*.

Punching now does much less damage.

Several particle effects modified slightly.

Black-out effect has been toned down, especially when in armor mode.

The laser sight no longer lowers spread.

Various other small bug fixes.

This post has been edited 1 time(s), it was last edited by solecist: 06.01.2008 06:23.

solecist is offline

06.01.2008 06:32
=FS= Bandit127
Uber Modder

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wow, i must say, that is very impressive, and i very much agree with almost all that you did! Im really liking this keep it up! Big Grin

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06.01.2008 06:47
SHADOWEDKING
Trained Modder

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i really like it, plz keep us posted on the date it comes out!

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06.01.2008 07:12
Thunderhorse
Beginner

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Out of curiosity, did you ever get those exit decals working, or is it something that will require the sdk? The mod is looking great, btw. (Especially like the new particle effects)
Thunderhorse is offline

06.01.2008 07:34
Haloking365
Beginner

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Always loved your mod Solecist. Watcha got planned for .002? I cant imagine what else you got up your sleeve Confused .

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06.01.2008 07:48
solecist
Trained Modder

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Thread Starter Thread Started by solecist




vehicles! been revamping most of the vehicle settings for those of you who like to play that one tank level Tongue

thunderhorse: unfortunately penetration will be removed completely in 1.2. it is so ungodly buggy and completely unfinished. it was causing some major problems and i do not recommend that anybody turn on penetration at this point Tongue

fyi, the mod is available to anybody who wants it. just need your email.
solecist is offline

06.01.2008 09:22
Haloking365
Beginner

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You mean you are adding that shot-gun tank load in? That'd be so sick! Anything else regarding weapons? Or suit functions?

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06.01.2008 09:58
solecist
Trained Modder

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Thread Starter Thread Started by solecist




well take a look for yourself! here is the change list so far:

a couple of the weapon changes might be unpopular, but most people gotta agree that some balance was necessary.

1.2 CHANGES:

To balance out suppressor domination, and just as another little taste of realism, the AK and SMG have been given separate suppressors. So to suppress either of these weapons you will need to take one off of NK Special Forces.

The screen will light up and shake again when within 50 meters of an explosion.

Mobile AA can now rapidly fire its 8 rockets.

The APC TOW launcher's two rockets can now be fired rapidly.

Vehicle damage multipliers revamped! They should be fairly realistic now, with the rear of armored vehicles being the weak point. Knocking out tracks is a little easier now, too.

Land mines will now knock out the tracks/engines of tanks, but won't necessarily blow the tank up. If there were any land mines in the singleplayer game, that is. Tongue

Enemy tanks/APCs should now be much more challenging.

Both the US and the NK tanks have new anti-infantry firemodes for their main cannons. Press x in the tank to switch. Note that there is no new icon, so keep track of which ammotype you're using! Tongue

Bullet impact blur radius has been lowered.

Due to a fairly critical bug, the light penetration that was in the mod has been removed. Hopefully it can be reinstated in the future.

The M60 machine guns now carry 300 rounds loaded. No extra ammo was given because the gun has no reload animation/sound. This change is not applicable to vehicle M60s.

The tank coaxials carry 250 rounds loaded with 2000 in reserve.

All vehicles now have 10x zoom. The key is bound to C by default and can be changed at any time in the autoexec.cfg file included.

Tanks play a reloading sound after every shot.

Tank explosion redone again.

Wrecked vehicles now produce a much larger smoke plume.

Optional add-on included that removes the radar/stealthometer. The map can still be viewed by pressing tab or m.

ACOG sight now has its proper 3x zoom.

You can now only carry 5 frag grenades.

Explosion blur radius lowered. (note: this is not referring to the black-out effect of explosions)

Tank/APC turning speeds lowered.

APC view modified slightly.

Tank rounds will now ricochet occasionally off metal/concrete. This is cosmetic only.

Tanks now carry 43 rounds.

Vehicle weights adjusted slightly.

Third person view can no longer be used on vehicles with driver-controllable weapons (ie tank, helicopter, etc).

Tank view switched from left to right side (gunner sight is on the right as far as i can tell - need verification)

All MG spread increased slightly.

Vehicle MGs have the same spread regardless of whether you're using the iron sights or not.

Tank turrets turn slower.

You can now only enter a tank from the top.

Tank Gauss rounds now have explosion effects.

Heavily modified tank round/rocket explosions. Read: more dust, and more color. Why did blowing up some sand produce such copious amounts of black smoke? Fixed! Wink

Brand new APC/AA hits with ricocheting/exploding tracers! Looks really cool. Cosmetic only.

Vehicles no longer explode when flipped over.

Jeep weight set to 4000kg~ instead of 1500. Shouldn't go flying from strength-mode melee anymore.

Vanilla rocket trails have been fixed. No longer will the trail appear out of nowhere after the rocket flies a few hundred yards.

New vehicle weapon muzzleflashes. First person only.

LAW rocket speed raised.

New tracers for APC/AA rounds and bullet hits.

Realistic ballistic speeds for MOST vehicle weapons. Some sacrifices in speed had to be made so that certain rounds could have realistic looking tracers.

Bullet drop applied to vehicle weapons.

The APC cannon now has some recoil.

All gun and attachment names have been changed again, this time hopefully more in tune with the time period. Thanks to Melodic and Gohda from stalker redux for providing the new names.

Vehicle tires can now be shot out by AI. Before this the player was the only one allowed to damage tires! No kidding.

The sniper scope is now only compatible with the PSG-1 sniper rifle. This should make the sniper rifle more desireable and sniping much less devastating. With the new AI damage multipliers and the idiotic AI behavior concerning sniping, it was far too easy to sit on a hill with an AK and pick off the enemy until they were all dead. This should hopefully balance things out. The assault scope is still available for most weapons.

Water particle effect toned down for large caliber weapons.

This post has been edited 1 time(s), it was last edited by solecist: 06.01.2008 21:20.

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06.01.2008 10:42
Haloking365
Beginner

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Glad to see all you have planned. just a few things.

Are you serious about no suppressor for the AKM? How is that realistic? I've seen dozens of AK's with suppressors. And wouldn't that conflict with most peoples play styles? If you are the stealth-type, and all you have is the AK (because the XM8 is so rare), wouldn't that limit the freedom of the game?

Im sorry if im ranting, but how does that add to realism in any way? It just doesnt make sense to me Frown .

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06.01.2008 10:59
Dark shadow
Honourable Member

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Uao great work Big Grin Everything its perfect, only three things that I dont like:
quote:
Third person view can no longer be used on vehicles with driver-controllable weapons (ie tank, helicopter, etc).
its more beautiful and easy to drive them from outside, and its should be applied to everything... I prefer always to have the option for third person view
quote:
The AK47 can no longer be suppressed.
its possible to suppress it
quote:
Shooting the fuel can on the back of the jeep no longer causes the jeep to blow up. What nonsense!
it is part of the gameplay
quote:
The gun names have been changed to the closest real-life incarnation that could be found based on their appearance.
I prefer "fantasy" names
Big Grin
Obviously you wont change them back...
but maybe you could be so nice to tell me which files to modify to revert them back to the originals Tongue
great job Wink

edit:
sorry but crytek doesnt like speaking about that on their forum:
quote:
Enemy ragdolls can now be manipulated/shot after death. (thanks to james-ryan of crymod) May or may not be included depending on EA and individual fansites.

I suggest you not to post anything about that here... I dont want to see your thread closed Wink

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This post has been edited 1 time(s), it was last edited by Dark shadow: 06.01.2008 11:02.

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06.01.2008 11:04
MTD
Beginner

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I like everything in that mod (exept the part where the vehicles was "supposed" to blow up when you shot the tank, and ak47 supressing removed)
But exept that, it's awesome! Pleased

This post has been edited 1 time(s), it was last edited by MTD: 06.01.2008 11:07.

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06.01.2008 11:06
solecist
Trained Modder

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Thread Starter Thread Started by solecist




i've got you beat here. i can even make a list!

a.) a suppressor that's interchangeable with 5.56, 7.62, and an smg? please educate me as to how that is anything but fantasy Tongue

b.) the AK doesn't come with a suppressor. how is it unrealistic if you were never even given a suppressor? whether it can or cannot be suppressed is irrelevant if you never got the suppressor in the first place.

c.) suppressed weapons are only effective in noise reduction while using subsonic ammo. there is no subsonic ammo in this game. i may add it in, but that's a lot of work (level editing).

d.) suppressed weapons are way too effective against AI. from medium range they CANNOT locate you while you are using a suppressor. that in combination with a scope = ownage. more of a balance issue, but again, if you're not given the suppressor in the first place, not exactly unrealistic.

i may add a different suppressor to the AK, but not before i figure out a way to balance out the awful AI response. not sure what i'm doing with the SMG in regards to suppression. i suppose i'll give it a custom suppressor as well.


EDIT: bah, you guys are too quick for me

dark shadow: those third person restrictions may only be necessary for an mp environment, honestly. so i may remove them.

the names are a mix of reality and fantasy. they have been modified so as to be "futuristic", but all the names are based off current gun families for the most part. they're much better. trust me. Tongue

and i'm well aware of the risk of posting those particular changes, hence the reason i waited so long to make this thread, but i did state that whether the change is included or not will depend on the individual site that i'm posting on. if they don't want it in (which i know they do not), then it will not be included in any release posted here.

MTD: "supposed" to blow up? what do you mean? Tongue shooting a gas canister attached to the back of a jeep would not blow up the jeep. in fact, the can with the gasoline probably wouldn't even light on fire when shot. they did a mythbusters episode on this Wink

This post has been edited 1 time(s), it was last edited by solecist: 06.01.2008 11:13.

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06.01.2008 11:25
Haloking365
Beginner

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quote:
Originally posted by solecist
i've got you beat here. i can even make a list!

a.) a suppressor that's interchangeable with 5.56, 7.62, and an smg? please educate me as to how that is anything but fantasy Tongue

b.) the AK doesn't come with a suppressor. how is it unrealistic if you were never even given a suppressor? whether it can or cannot be suppressed is irrelevant if you never got the suppressor in the first place.

c.) suppressed weapons are only effective in noise reduction while using subsonic ammo. there is no subsonic ammo in this game. i may add it in, but that's a lot of work (level editing).

d.) suppressed weapons are way too effective against AI. from medium range they CANNOT locate you while you are using a suppressor. that in combination with a scope = ownage. more of a balance issue, but again, if you're not given the suppressor in the first place, not exactly unrealistic.

i may add a different suppressor to the AK, but not before i figure out a way to balance out the awful AI response. not sure what i'm doing with the SMG in regards to suppression. i suppose i'll give it a custom suppressor as well.


EDIT: bah, you guys are too quick for me

dark shadow: those third person restrictions may only be necessary for an mp environment, honestly. so i may remove them.

the names are a mix of reality and fantasy. they have been modified so as to be "futuristic", but all the names are based off current gun families for the most part. they're much better. trust me. Tongue

and i'm well aware of the risk of posting those particular changes, hence the reason i waited so long to make this thread, but i did state that whether the change is included or not will depend on the individual site that i'm posting on. if they don't want it in (which i know they do not), then it will not be included in any release posted here.

MTD: "supposed" to blow up? what do you mean? Tongue shooting a gas canister attached to the back of a jeep would not blow up the jeep. in fact, the can with the gasoline probably wouldn't even light on fire when shot. they did a mythbusters episode on this Wink


Ok, ill give ya that. Its true that there is no "universal suppressor", but how do we know that nomad wasn't given several suppressors/silencers with all of his gear? I know, unrealistic, but it is possible, considering the team might need to use foreign weapons during their mission.

Or, another possibility, would be to make a 7.62mm suppressor in a hut or somewhere you can pick it up. But is it possible to make new attachments, weapon specific, and have them in game? I know it might not be possible without the SDK, im just trying to figure out a way to make this work. Same goes for a SMG suppressor.

Also, would it be possible to increase the distance that the npc's can hear the suppressor from? Because if i remember correctly, a suppressors job is to distort the firing sound enough for the target to not know where the shot came from. Or, if possible, make it so that there is like a x% chance of the enemy hearing the noise, obviously higher depending awareness level. That, i think, would be the most realistic modification when it comes to AI and suppressors.

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Haloking365 is offline

06.01.2008 12:11
solecist
Trained Modder

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Thread Starter Thread Started by solecist




well, i've already compromised and just made separate suppressors for the SMG/AK. it was really, really easy anyway. hopefully the fact that you have to get them off of the NK special forces guys will make it a little less unbalancing.

and i've already bumped up the distance that the AI can hear suppressors from (see features list)...but it didn't seem to have a real effect. they still bob around like idiots. it'd be OK if they went and took cover or something, but they sort of just stand there waiting to get shot.
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06.01.2008 13:24
tharawdeal
Trainee

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Solecist, you just don't quit, do you? First with S.T.A.L.K.E.R. and now with Crysis! Good to see you around. Your mod looks awesome, as usual. I can't wait to check it out.

Oh, and BTW: The enemies that fall and get up are the ones wearing body armor, described in the editor as "heavy." I guess this simulates them being knocked down by repeated fire, but not actually killed due to their armor. The light guys stay down after they fall, IIRC.

This post has been edited 1 time(s), it was last edited by tharawdeal: 06.01.2008 13:59.

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06.01.2008 18:15
Egg Salad
Trained Modder

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I'm really impressed of course because bringing more realism to Crysis really was something that had to be done. Funnily I was on the way to relase my own weapons reality mini-mod but you've hardly included anything that I have done for myself (and much more). So you've taken all my fame becfore I was able to get some Crying

Anyway there is something I have to correct:
The shotgun actually is a Benelli M4, not a M3
Also I think reducing the minigun's recoil isn't very realistic.
As you seem to be very skilled you perhaps can change the minigun to be useable in strengthmode only and drain sut energy. Otherwise it should just knock you out.
The Jeep/ HUMMVEE weights no more than 3tons (Hummer H1 2727 kg).
Using the strengthmode should reduce the sway for better aiming (also in my minigun-file).

And on what do you base the weapon's damages? I've based mine on the actual weapon's muzzle energies (but I don't know if that is realistic).

About this penetrating thing: You could just set <param name="single_contact" value="0" /> (in ammos folder).
Using this my sniper could kill 3 enemies with 1 shot.

Like the others I'm really looking forward for this mod.

For those who are interested - here's my mini-mod (if you want to have a changelog, PM or email me).

Attachment:
zip
Download
Filename: another realism mini-mod.zip
Filesize: 248 KB 
Downloads: 536 


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06.01.2008 19:23
solecist
Trained Modder

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Thread Starter Thread Started by solecist




therawdeal: ah! maybe that's it. i think it works better when every enemy can fall down, though. it works well with explosions.

egg salad: the shotgun LOOKS like a benelli m4, yes. but the benelli m4 isn't a pump action. Smile in the mod it's called a benelli m3t. as with all the new weapon names, there is a slight futuristic spin to it.

you're right about the humvee weight. when i did a search i saw 5,200 lb and mistook it for kg.

can't find any information or videos on the recoil of a handheld minigun, but that's probably true enough. i can fix it up to only work well in strength mode fairly easily, though.

my weapon damages are fairly arbitrary and more based on balance than realism right now. i think they're fairly realistic regardless, though. for STALKER i used some pretty beefy formulas using weight, barrel length, caliber, and other factual information to create the recoil and damage settings, but i don't really think crysis has enough weapons to warrant this.

that's an interesting fact about penetration, but penetration is BROKEN and should NEVER be used. it is so broken that i condemn it to the depths of hell. it caused more problems than i can count on both hands.

thanks for the comment and i'm looking forward to your opinions on the mod after you've played it Smile
solecist is offline

06.01.2008 20:34
tharawdeal
Trainee

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IIRC S.T.A.L.K.E.R. had a very mathematically complete system for ballistics, did it not? Too bad GSC didn't know what to do with it! Roll Eyes

Solecist, how would you say that Crysis compares in that respect?
tharawdeal is offline

06.01.2008 20:39
BloodyHell83
Trainee

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"solecist", this is awesome. Truly awesome.
Alone reading the changelog die wetten my appetite Smile .

I'd really like to give your modification a try (sent you a PM).

Keep up the excellent work and hopefully all that "legal" stuff about the ragdolls, blood and such will not hinder your forthcomings Roll Eyes

Good Luck !
BH
BloodyHell83 is offline

06.01.2008 20:48
Egg Salad
Trained Modder

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Yes I know the Benelli M4 is semiautomatic only but as the guys (and girls?) at Crytek also spoiled the AMP Technical Services DSR-1 (DSG1) (http://world.guns.ru/sniper/sn38-e.htm) which is as bull-pup-weapon in reality - with the front magazine only for faster reloading - I keep my view this is the M4. I've already tried to remove the pump-animation by changing its type to automatic or whatever but then the reloading animation doesn't work anymore. My version therefore is both (when you click fast enough the animation won't play).

About the minigun: This is because there is no handheld minigun. The XM214 produces a recoil of 107N (~10.7kg) at 1000rpm constantly (possible with such a suit). At its maximum of 10000rpm this is 1070N (~107kg). I don't know anybody who could handle that.
I realized that by adding a "impulse"-line (if you haven't done it look at my mini-mod).
And if you haven't already implied it to your mod - add a overheating feature to the minigun (just look at these pictures [http://www.pixagogo.com/1736734943)

So far...

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OFF FOR GTA 4! I only check for messages unfrequently atm.

This post has been edited 2 time(s), it was last edited by Egg Salad: 06.01.2008 20:50.

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