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Krazy Kaboodles's Weapon Pack [IN PROGRESS]
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Author:  Kaboodles [ Fri Dec 05, 2008 5:53 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

[size=16px]CLICK HERE[/size]

%-6 [size=18px]Krazy Kaboodles Weapon Pack: IN PROGRESS[/size] %-6

('Krazy' refers to my insanity at keeping this up for so long. Not actually the name of the pack)


This started out as a bunch of weapon tweaks for balance and more realistic behaviors, but due to lack of discipline on my part, it has ballooned to something much more. It is essentially a pack filled with heavily tweaked versions of all the stock BW weapons (minus the ViPeR, HAMR, MRL, HVC, and staves), with a few tweaked skins here and there. I changed their names some to more easily differentiate them from the stock weapons. Some of them are probably different enough to be considered new weapons in their own right.


[size=15px](Incomplete) Overview of major changes so far:[/size]



[size=14px]Good God, man! What have you done?![/size]


[size=13px]General Stuff:[/size]

-Recoil: heavily tweaked, and hopefully more realistic. In general, recoil is much higher per shot, and slightly more random.

-Accuracy: Decreased while hip-shooting. If you want to reliably hit a guy from beyond 10 meters, use the sights.

-Iron sights: Much, much faster to pull up the sights than before. "True" iron sights for weapons, where possible. It didn't really work out for a few of the weapons, due to the way RS did their animations. :(

-Damage: Ramped up significantly, for the most part. Automatics now do about the same damage per shot as their semi-auto counterparts, when using the same or similar ammo. Machine guns also do about the same per shot as their rifle counterparts. Suffice to say, dying comes much more quickly.

-Machine guns: With the increased damage, machine guns now have much higher movement chaos and recoil when unmounted. These things are monsters.

-Shotguns: Lower per-shot damage potential for shotguns, but increased range, tighter spread, and faster fire rate. The original shotguns were capable of just ridiculous damage. (M290 did upwards of 600 damage on a point blank torso hit)

-Melee: Blocking decreases damage from guns and explosions, and blocks knives. Damage is also doubled from behind, for all melee attacks, including those found on a few guns.

-Explosives: Splash damage drops off faster with distance, but generally have higher blast radii and damage to compensate.


[size=13px]Specifics:[/size]

-A48: (renamed from A42) now fires in a 3-shot burst pattern, like a plasma shotgun. Also orange, and with a more reasonable recharge system, but suffers from overheating. Holding the alt-fire now continuously drains the battery, like the Plasma Pistol in Halo 2/3.

-A73: In addition to its basic plasma bolts, the A73 Mk II features a "blast" firemode that fires heavier, slower bolts of plasma with high damage and splash. It also features a recharging cell like the A42, but can also be manually swapped out when not full. For balance, only one additional plasma cell can be carried. It overheats like the A48 does. The Mk II is also fabulous.

-Fifty-9: Magazine reduced to 35 for balance and sanity. Extension of the stock now prevents the use of the melee attack, instead just turning it into the iron sight key.

-M763: now semi-auto, firing flechette rounds for superior range but less damage. It also features a variable choke, for close-quarters and medium-range shooting. I did this because the original M763 was rather uninteresting, and we lacked a rapid-fire shotgun (at least, before Kelly's M781). It's also green.

-M50: Grenades now have a minimum detonation range, meaning that they won't detonate on impact within a certain distance (about 16 meters). Instead, they'll just stick to whatever they hit and explode after 3 seconds. This includes people. To balance, the damage, blast radius, and muzzle velocity of the grenade have been increased greatly. This was because the original grenade launcher was actually better as a close-range weapon than the actual rifle it was attached to, which makes no sense.

-Minigun: Slightly higher damage per shot than the M50, with much a more manageable recoil system that actually lets you shoot the thing without the gun flying all over the place. To compensate, the irons sights have been removed, the gun requires spin-up before fire, and cannot be fired while running.

-SAR-12: stock option removed (always extended now) and split into 2 weapons: The AC-12 and AC-15. The AC-12 is basically the same as the SAR-12, but with a flashing unit similar but superior to the AM67 and a smaller 36 round mag. The AC-15 is a gunmetal-tinted variant, firing larger 7.62mm rounds with 30-round mag, and a more powerful version of the GRS9's searing laser. It's pretty sweet.

-XK2: Chaos drastically reduced, making it actually useful. Suppressor now permanently affixed, mag reduced to 40, and no longer a side-arm (no dual).


[size=13px]Oh dear sweet Christ, what are you doing now?![/size]

-Bugs-quashing, feature-completing, and balance-refining.
-Improving A48 and A73 weapon effects.
-Smoothing out recoil decline movement.
-G5 laser removed (I'm trying to figure out a better way to implement it).
-FP9 now has a 2.5 second arming delay, so you can no longer use them as close-combat weapons. I'm also trying to make them into claymores, with limited success.
-An grenade-launching MRS138. Though a new model would be preferable, you gotta work with what you have, right?


[size=13px]What evils have you in store for us in the future?[/size]

-Simplified weapon controls: Some of them have just too many extraneous features. For instance, the grenades have that "roll" alt-fire which isn't different enough from the standard throw to really justify its existence. They also have the 3 different throwing "modes" which further complicate things. The M50 has that camera with very limited uses. The G5's rocket cam is just pointless. These should be changed.

-A48: Replace the beam alt-fire with something more close-range. The beam sucks.

-HAMR: I'm thinking increase their projectile velocity, but remove the ability to fire unmounted.

-MRL: Not sure. Incendiary rockets? Proximity detonation? Laser-guidance? I'll definitely tone down the alt-fire as that thing is crazy.

-ViPeR: Not sure about this one either. I'm just not crazy (KRAZY!) about the idea of a human plasma weapon. I'm thinking make it a dedicated beam weapon, like something used prior to the Skrith invasions. Or maybe some kind of magnetic Gauss rifle?

-HVC: This one's a toughie. How do you balance this out while keeping it true to the original? Maybe an Electrolaser?

-FP9: Surveillance camera system? Allows you to see what an FP9 is currently pointed at, though only when the laser is inactivated.

-G5: Cluster rockets? I'd like to see something you can detonate in the midst of enemy infantry to devastating effect, especially in corridors.

-M50: A variant that shoots rockets instead of grenades.

-SRS900: clean up scope view some more. Too many useless widgets, and it also lacks a fire select indicator.

-Better weapon effects: In particular, the concrete and wood impacts for bullets are rather underwhelming. Explosions (excluding HAMR; that one kicks ass) are also kinda boring.

-Other community weapons?I would love to mess with some of the other community-created weapons, if given permission.

-Staves: I am probably not going to do anything with the staves.


[size=13px]Well, thank goodness he doesn't have:[/size]

-Modeling and animation skills, particularly for fixing firing and holding animations to get "true" iron sights to work better on a few of the guns.
-Better knowledge of how to use emitters.

-Better texturing skills. Most of mine are straight-up tint jobs.
-A time machine.



Screenshots:


A73-Mk2 Plasma Rifle:
Image

Image

R87-A1 Sniper Rifle:
Image

SRS900E:
Image

XMV858 Minigun:
Image

Author:  Glosmostinex [ Fri Dec 05, 2008 6:22 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

The blocking reduces damage? wow, didn't attempted that.
I must test that :P
Oh yes, the A73 is FASHION!
remember a while back that I was complaining about the m50 grenade in your pack? now i'm liking it :D
the ability to stick in people is fun. besides, it's FAST!
and it balances the Railgun too. it needs a small charge before the shoot.
oh, if I knew how to animate I could help you, actually.
and to model better :P
oh, the AC15 is a really good weapon.

Author:  Link-117 [ Fri Dec 05, 2008 7:28 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

Ok sweet, so now you're fixing it up some more so every1 can have a version of that which I have.

Yeah I just got your unfinished pack working on my game (sorry guys, I can't go uploading it, Kab doesn't want you guys having it unfinished, but its working very well so far!)

I must say, it works like a charm now :)

Author:  Sgt. Kelly [ Sat Dec 06, 2008 8:11 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

Isn't this already up on your server?

I was playing around with the new ones the other day against your server's bots.

Author:  DK [ Sat Dec 06, 2008 11:20 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

I really wish you had modeling, animation, AND texturing skills. Alot of these would be better as original weapons rather than reskins (I really just have this thing against reskins...).

Author:  Captain Xavious [ Mon Dec 08, 2008 7:01 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

IDEA: YOU could get modeling, animation, AND texturing skills, and could offer your help to him. ;)

By the way, glad to hear you'll be releasing this for general download soon. :)

Author:  DK [ Mon Dec 08, 2008 7:50 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

B-b-b-b-b-but I've never touched 3Dmax and Photoshop before!

Author:  Captain Xavious [ Mon Dec 08, 2008 8:28 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

And neither did he. What makes you different?

Author:  DK [ Mon Dec 08, 2008 9:18 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

...

I dunno...

(._.)a

Author:  Captain Xavious [ Mon Dec 08, 2008 10:00 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

Alright then. I hope you learned something from this. ;)

Author:  DK [ Tue Dec 09, 2008 6:39 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

I still dunno about that, sir. What exactly did I learn...?

Author:  Glosmostinex [ Tue Dec 09, 2008 10:32 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

he indirectly asked you to download Blender and begin to learn Blender to help him.
I think. :|
or to learn to do texturing.

Author:  OCAdam [ Tue Dec 09, 2008 2:39 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

Or to use Maya. Maya's fine with this sort of thing too. I do hear something about Wings 3D doing good auto UV maps for ya... I really need to get my models imported to Wings so I can see about this.

Author:  fische11 [ Tue Dec 09, 2008 3:12 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

Auto UV maps are not very usefull for guns ect...
The best way is to learn it ; )
For me the UV mapping was one of the worst parts but now it is really easy, so don´t worry abaout this and it is also not good to work with 2 programms on one mesh

Author:  OCAdam [ Tue Dec 09, 2008 5:15 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

One of the worst parts? Nah, I hate almost anything to do with textures on a model, so UV maps pretty much make the top of the list in hated parts of modelling. Maybe that's why I procrastinate so much on learning it...

Edit: Holy crappo! I finally found the button I wanted to use in Maya! Automatic Mapping! I had to set it up just a bit, but dang that thing works very well for what I want... I used it on an M4 model I did just earlier (very low poly though, 258 verts total).

Author:  Captain Xavious [ Wed Dec 10, 2008 7:48 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

You guys completely missed what I was saying...

I was implying that complaining about something doesn't accomplish much. To actually attempt to help alleviate the complaint does accomplish something.

Anyways, any news on this pack?

Author:  Kaboodles [ Wed Dec 10, 2008 4:05 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

None whatsoever (exams and stuff). Expect some news maybe at the end of next week.

I really ought to have started this thread earlier.

Author:  Captain Xavious [ Wed Dec 10, 2008 4:08 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

Ah, yes, exams and stuff. I'm all too familiar with that kind of thing. Good luck on them if its not too late. :)

Author:  Industry [ Thu Dec 11, 2008 3:24 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

Kaboodles wrote:
Image [size=18px]Krazy Kaboodles Weapon Pack: IN PROGRESS[/size] Image


this might be a approiate approrate title after seeing how awesome this sounds.

but i think the VIPeR is fine the way it is But the G5 cluster rockets sound like a good idea.
also the new SAR-12 sounds awesome aswell. Will it have unique ammo insted of using the M50 rounds?

Author:  Kaboodles [ Thu Dec 11, 2008 12:12 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

Ah, that's one thing I forgot to mention. Yes, no two weapons use the same ammo pool now.

I've always liked that particular emote. Not sure what it means, but it looks fun.

Author:  Industry [ Thu Dec 11, 2008 8:09 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

Mah Boi, this emot is what all true warriors strive for. Image
anyways.
the emot means "AWESOME". you use when something awesome happens or just feel like using it. :p
...
Back to business ~:( ... :p

the A48 sounds cool, and might become a decent weapon :O
the A73 sounds like SGT.Kelly's elite skrith rifle with the plasma blast.
the new Fifty-9 stock thing might be pretty intresting.
i think the new M50 grenades sound alot better then the Stock M50 GL as i have no idea why there grenades have such abysmal range. !mistrust
the SAR-12 sounds like my new favorite waepon. ;)
M763:a DART SHOTGUN??? ... Image
MINIGUN: hmm. i dont know, but i guess im gonna have to wait and see. B)
XK2: the permeante suppressior might give the scilencer the attention it needs. ;)
Grenade launching 138: Image
MRL: incidinary rockets sound pretty cool. like a mini TOS 1 Buratino in your hands. !lol
.
also, will the new SAR-12's and fifty-9 have a unique ammo icons on the HUD display?
seeing how thay dont share ammo anymore. :)

Author:  Kaboodles [ Thu Dec 11, 2008 10:57 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

Yes, they will have unique ammo icons.

For the MRL, I was thinking of something similar to the Hydra rocket pods found on Apache gunships.

Author:  Chavez [ Fri Dec 12, 2008 2:00 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

Kaboodles wrote:
Yes, they will have unique ammo icons.

For the MRL, I was thinking of something similar to the Hydra rocket pods found on Apache gunships.


BW also needs an 80mm mountable mortar. Long range anti personnel artillery. Maybe some alternative shells as well, such as: cluster munition, flashbangs, smoke shells, etc. Also, it needs a way to effectively aim at long range, because it shouldn't be too hard and not effective.

Author:  OCAdam [ Fri Dec 12, 2008 6:40 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

I'll take from the FC2 Mortar. It has you firing smoke shells at first, until you change over to the explosive shells. The main problem with a mortar is hitting the ceiling of a level.... so this would be barely useful in any levels besides ONS and AS maybe. A few custom DM maps would work work since the mappers made super high ceilings, but I doubt it'd be really useable.

Technically, however, the HAMR fits that role already.

Author:  Chavez [ Fri Dec 12, 2008 6:49 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

The idea was ONS and AS exactly. Also Vehicle TDM.

Author:  Kien [ Thu Dec 18, 2008 2:52 am ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

So you're posting here instead now days. (O,o)

I liked the mingun's crazy recoild. :)

I want this newer version where the AC-15 is what you describe here. :) I want to use that laser. How about making it a standard rapid fire laser rifle, there is no. *hopes*

MRL needs change to be fun I would say yes. My biggest point would be to make it shoot proper instead of drunk missiles. Since it has holes in the pipes on the back it should have little recoild shouldn't it? All the gases goes straight out there. Laser guidance could be nice, the rockets could be slow at first and the accelerate so you have a chance to start guiding them.

In Unreal 2 the rocket launcher had cluster rockets. I think it could be good yes.

How can you complain on the SRS900 scope? It's cool! :P

Author:  Kaboodles [ Tue Dec 23, 2008 6:14 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

I will be out of town for the next few days, so I don't think I'll be able to release anything for a couple of weeks. I haven't had any real progress since classes ended, since I have no discipline. Bad Kaboodles!

I'm also not sure what to do next. Current ideas I'm working on:

FP9: Claymore-type directional fragmentation? In other words, Swiss-cheese whatever is in front of it when it explodes?

G5: As stated earlier, I am dissatisfied with its current operation and have a few ideas on what to do with it. Right now, my G5 can only be fired while stationary or moving slowly, and no longer has the laser. The rockets move much faster and do a heck of a lot more damage than before, but also turn more slowly and have a smaller blast radius. The mortar has a "soft" launch similar to the Javelin anti-tank missile, where the rocket is jettisoned out a little ways before the motors ignite. It's neat, though it could still use some work.

What I want to do is:

-Add back in laser-guiding, but not as it was before. I'd like for it to only work while looking down the scope, and probably without an actual visible laser. Perhaps guide the rocket by holding down the primary fire after launch?

-Remove the lock-on ability. My main issue with the heat-seeker mode is that it only requires the user to expose himself (preferably while the enemy is not watching) for a few moments to lock on, then hide safely after firing. Laser-guiding requires the user to be fully visible while guiding the rocket, making it slightly more risky to the user and fair to the receiving end. Perhaps I could combine it with the laser-guided mode, so that the rocket will track whatever is closest to the reticule, instead of a laser dot.

-Soft launch for both top-attack (mortar) and direct attack modes?

-Cluster rockets? You can choose between a regular missile mode for direct impacts against armor, or have it separate into mini-bomblets for making kibbles n' bits.


Hand Grenades: Like I said earlier, the control system for the hand grenades are a bit cumbersome. You have 3 different weapon modes (soft, long, and charge-up) to determine how hard to throw the grenade, and there really isn't a whole lot of difference between throwing a grenade
and rolling it. I'd like to either:

-Make primary fire the long throw, and alt-fire a charge-up throw. Alt-fire becomes an underhand toss or roll when not charged up all the way.

Or,

-Keep both primary and alt-fire charged, but separate them by distance. Primary is medium to long range throws, while the alt-fire does short-medium range tosses.

Both methods would eliminate the weapon modes altogether.


What do you guys think?

Author:  Industry [ Tue Dec 23, 2008 6:34 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

i want the Grenade Launching MRS 138!
8)
also the G5 cluster rockets sound good too.

Author:  Kaboodles [ Wed Dec 24, 2008 2:50 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

A couple of screens for you guys:


Image
FAAABULOOOUUUS!

Image
Hey, point that thing somewhere else!

Image
Headshot?

Image
Desert-themed SRS900

Image
Heavy Weapons Clown

Merry Christmas! I'll be back Sunday.

Author:  Industry [ Wed Dec 24, 2008 5:03 pm ]
Post subject:  Krazy Kaboodles's Weapon Pack [IN PROGRESS]

Neato.

I am Heavy Weapons Clown.
and this is my weapon.
She wheighs 81.6466 Kilograms and 900 fires custom cursted Lemon cream pies in 30 seconds.
it costs 200 bucks to fire this weapon for 12 seconds!
(what a deal)

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