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| Community Junk Wars Bonus Pack http://www.runestorm.com/forums/viewtopic.php?f=28&t=77691 |
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| Author: | Vani [ Fri May 31, 2013 8:41 am ] |
| Post subject: | Community Junk Wars Bonus Pack |
![]() Brought you by: Vani, Xavious, Azarael and Blade Sword. Weapons: - Battle Axe - Claymore - Golf Club - Electric Guitar - Small Mace - Frying Pan - Helicopter Main Rotor - Pickaxe - Demonic Scythe - Shovel - Medieval Sword - Gym Weight - Bone Saw - Plunger - Cricket Bat - Vibrator - Rake - Pitchfork - Beater - Poker - Sickle - Greatsword - Banana - Dart - Kukri - Hatpin - Stuffed Shark - Candlestick - Trophy - Shuriken - Crucifix - Anchor - Bowling Pin - Croquet Mallet - Billiard Cue - Syringe - Horseshoe - Petrol Pump - Runed Hellfire Axe - Repairing Wrench - Shower Head - Plastic Flamingo - Backscratcher - Acoustic Guitar - Blazing Blade - Trident - Tomahawk - Microphone - Wiimote - The Penetrator - The FABULOUS PHOENIX FIRE DILDO!!! - Clothing Iron - Lamp Post - Rock - Tennis Ball - Tennis Racket - Immersion Heater - Cattle Prod - Assassin's Dagger - Garden Gnome - Golden Dart - Kama - Throwing Knife - Throwing Axe - Orcish Throwing Axe - Kunai - Scorpion Blade - Vampiristic Pick - Swatter - Caltrop - Chakra - War Club - Skull - Bowling Ball - Hatchet - Extraterrestrial Uranium Axe - Dwarven Dragon Slayer - Throwing Card - Batarang - Hooksword - Spiked Cudgel - Homerun Bat - Viper Shuriken - Dragon Shuriken - Electric Machete - Dryad's Scythe - Falchion - Saber - Walkman - Balisong - Kitchen Knife - Carving Fork - Pocket Knife - Photon Rapier - Spiked Plank Shields: - Round Medieval Shield - Knight Shield - Car Bumper - Stop Sign - Flatscreen - Radiator - Painting - Captain America's Shield - Divine Shield - Tactical Shield 95 new weapons, 10 new shields, 132 weapons total, 13 shields total Download: http://www.mediafire.com/download/96g55 ... ck_1.0.zip Requirements: - Ballistic Weapons 2.5 - Junk Wars How to install: - Place the files in their respective places. I've already sorted them so you shouldn't be able to mess that one up. - Open JunkWar.int and add: Code: Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_sword) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_scythe) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_battleaxe) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_claymore) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_pan) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_golfclub) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_weight) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_mace) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_mainrotor) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_guitar) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_shovel) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_pickaxe) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_plunger) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_bonesaw) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_cricket) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_vib) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_beater) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_poker) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_rake) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_pitchfork) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_sickle) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_greatsword) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_dart) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_kukri) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_hatpin) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_anchor) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_cross) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_shark) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_banana) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_candle) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_trophy) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_shuriken) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_pin) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_croquet) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_cue) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_syringe) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_horseshoe) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_petrol) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_magaxe) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_repwre) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_shower) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_flam) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_back) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_acguitar) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_blade) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_trident) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_tomahawk) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_mic) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_wii) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_pene) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_pener) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_iron) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_tennis) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_lamp) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_dagger) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_rock) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_tenball) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_prod) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_rod) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JO_GardenGnome) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_dartg) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_kama) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_thrknife) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_thraxe) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_orthraxe) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_kunai) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_scorp) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_vamp) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_swatter) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_caltrop) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_chakra) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_club) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_skull) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_bowling) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_hatchet) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_alaxe) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_dwarfaxe) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_card) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_batarang) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_hooksword) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_nailcl) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_nailbat) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_slow) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_drag) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_elecmach) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_wodscythe) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_falchion) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_saber) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_player) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_balisong) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_kitchknife) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_kitchfork) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_pockknife) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_light) Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_plank) Object=(Class=Class,MetaClass=JunkWarV25.JunkShield,Name=JWvan.JWvan_sh_round) Object=(Class=Class,MetaClass=JunkWarV25.JunkShield,Name=JWvan.JWvan_sh_az) Object=(Class=Class,MetaClass=JunkWarV25.JunkShield,Name=JWvan.JWvan_sh_stop) Object=(Class=Class,MetaClass=JunkWarV25.JunkShield,Name=JWvan.JWvan_sh_fender) Object=(Class=Class,MetaClass=JunkWarV25.JunkShield,Name=JWvan.JWvan_sh_pc) Object=(Class=Class,MetaClass=JunkWarV25.JunkShield,Name=JWvan.JWvan_sh_radiator) Object=(Class=Class,MetaClass=JunkWarV25.JunkShield,Name=JWvan.JWvan_sh_frame) Object=(Class=Class,MetaClass=JunkWarV25.JunkShield,Name=JWvan.JWvan_sh_america) Object=(Class=Class,MetaClass=JunkWarV25.JunkShield,Name=JWvan.JWvan_sh_divine) Object=(Class=Class,MetaClass=JunkWarV25.JunkShield,Name=JWvan.JWvan_sh_swat) Special weapons: Helicopter Main Rotor: It sents your enemies flying after you beat the crap out of them. Also it propels you forward when you swing it. Demonic Scythe: The Demonic Scythe has vampiristic abilities now and heals you when you damage and kill your enemies! Syringe: It poisons your enemies but also heals your teammates. Your flexible friend. Crucifix: The crucifix can heal your teammates. Horseshoe, Clothing Iron, Bowling Ball: These weapons are heavy, one-handed weapons but can also be thrown. These weapons can one-hit kill your enemies with a well-placed shot. Runed Hellfire Axe: The Runed Hellfire Axe desperately tries to kill your enemy no matter what. If the slash doesn't kill your enemy, the fire will. Repairing Wrench: It repairs vehicles, duh. Blazing Blade: It's slightly stronger than the claymore and also ignites your enemies. The Fabulous Phoenix Fire Dildo: Well, uh, this thing has an amazing slash rate and also ignites your enemies. Cattle Prod: Electro weapon with slightly higher range but less direct hit damage than the tazer. Immersion Heater: Ignites gasoline. Assassin's Dagger: Deadly, poisoning weapon. Garden Gnome: The Garden Gnome can randomly turn into either the Gruesome Gnome, which ignites enemies, or the Grizzled Gnome, which explodes after being thrown. Golden Dart: One-Hit Kill when thrown. Orcish Throwing Axe: This axe is so sharp, it makes your enemies bleed and deals damage over time. Vampiristic Pick: This small pick has vampiristic abilities and heals you when damaging enemies. Swatter: Smashes enemies like a fly. Caltrop: Works as a „mine“ slowing enemies down and damaging them when thrown on a surface. Chakra: Flies extremely fast and bounces. Extraterrestrial Uranium Axe: This weapon is really overpowered. It has a radiation effect, damaging nearby enemies, steals their armor and it can randomly transform into the overcharged Uranium axe, which explodes upon using it. Hooksword: Try to slash a wall! You'll be able to climb using the hooksword - the perfect camper weapon. Homerun Bat: This thing doesn't really deal much damage but it sends your enemies flying!. It has a fairly good range and is perfect to keep enemies distant. Also it's capable of doing real homeruns on wide and open areas! Viper Shuriken: They slow down enemies. Dragon Shuriken: They ignite enemies. Electric Machete: Fast, electrifying weapon. Dryad's Scythe: Heals you over time. Walkman: Plays random annoying songs and damages nearby enemies. Balisong: Incredible backstab bonus - capable of one-hit killing enemies from behind. Divine Shield: Healing ability. Tactical Shield: Blocks most bullets and pellets and also lowers damage from energy and big weapons. |
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| Author: | Captain Xavious [ Fri May 31, 2013 9:57 am ] |
| Post subject: | Re: JWBP Vani |
Awesome! I'll take a look into it later tonight. Once you get it ready for a full release we can probably throw it on the ModDB page. |
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| Author: | Vani [ Fri May 31, 2013 10:14 am ] |
| Post subject: | Re: JWBP Vani |
Yeah, I'm not happy yet, the shovel is a bit too small in first person and the scythe seems to be too thin. Also I wasn't able to add my custom frying pan sounds, I'll try to fix that later or tomorrow. I need a break. |
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| Author: | Vani [ Fri May 31, 2013 1:38 pm ] |
| Post subject: | Re: JWBP Vani |
Sry for the double post. I made a little patch and the mod seems to work perfectly now. Fixed small bugs, changed claymore texture and added 2 new weapons. A bone saw and a plunger. Custom sounds aren't in yet. No new download link needed, Mediafire keeps the old link now. Good Mediafire! |
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| Author: | Sgt. Kelly [ Fri May 31, 2013 2:18 pm ] |
| Post subject: | Re: JWBP Vani |
Haha, nice work. Helicopter rotors are the true weapon of a modern warrior. |
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| Author: | Captain Xavious [ Fri May 31, 2013 2:23 pm ] |
| Post subject: | Re: JWBP Vani |
I was just about to try it when you added two more weapons! Fun AND easy, isn't it? HAHAHA I love the plunger! Just playing it without bots to see how they look, and the plunger is great. I love that you can throw it. Two suggestions for it: Make sure it sticks to walls when thrown (check out screwdriver) and make sure it has some stab animations for it. Also if you didn't add it, I recommend a high hook stop/pull factor for it. Overall, great job! Needs some tweaking for positioning and matching up effects and sounds with the weapons (if you can get plunger sounds for the plunger it'd be amazing!) but overall, I like it. Also you put the wrong int line in for the plunger, you called it plumber instead. So it should be this: Code: Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_plunger)
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| Author: | Vani [ Fri May 31, 2013 3:21 pm ] |
| Post subject: | Re: JWBP Vani |
Captain Xavious wrote: I was just about to try it when you added two more weapons! Fun AND easy, isn't it? HAHAHA I love the plunger! Just playing it without bots to see how they look, and the plunger is great. I love that you can throw it. Two suggestions for it: Make sure it sticks to walls when thrown (check out screwdriver) and make sure it has some stab animations for it. Also if you didn't add it, I recommend a high hook stop/pull factor for it. Overall, great job! Needs some tweaking for positioning and matching up effects and sounds with the weapons (if you can get plunger sounds for the plunger it'd be amazing!) but overall, I like it. Also you put the wrong int line in for the plunger, you called it plumber instead. So it should be this: Code: Object=(Class=Class,MetaClass=JunkWarV25.JunkObject,Name=JWVan.JWVan_plunger) Not a bad idea at all, I'll do that. I've already got some sound effects, I'll try to add them tomorrow. Yeah, I've already encountered two bugs that bother me... 1: The cut effect for the claymore is delayed and comes way too late. 2: THIS BOTHERS ME THE MOST! ![]() After dying while carrying a junk war weapon my weapons are often positioned oddly like this. It randomly occurs and it's really annoying... the guitar isn't the worst case, the claymore and battle axe for example aren't even visible anymore. They seem to get closer to the player sometimes. How to fix these two? |
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| Author: | SX [ Fri May 31, 2013 3:38 pm ] |
| Post subject: | Re: JWBP Vani |
Nice stuff, it needs some death messages. I can provide. Battle Axe: Xan axed Vani a question and got the answer. Vani split Xan in half like a bloody log. Vani lopped Xan's head off, viking style. Xan met Vani the Viking and got his head chopped. Claymore: Vani went William Wallace on Xan and ripped him apart. Xan fell to Vani in one fell swoop. Xan's head got chopped of in one smooth motion by Vani. Vani beheaded Xan for the glory of Scotland! Golf Club: Vani gave Xan a slice with a golf club. Xan got a triple bogey and died thanks to Vani. Vani teed off on Xan's tiny head. Xan saw birdies before he died due to Vani's Golf Club. Guitar: Vani gave Xan one last show by smashing his guitar. Xan couldn't withstand the power of Vani's rock guitar. Xan's mind was melted by Vani's guitar solo. Vani sacrificed Xan's brain to the gods of Rock. Mace: Xan's ribs caved in because of Vani's mace. Vani beat the living snot and blood out of Xan. Xan took one of Vani's Mace to face too many. Vani cracked Xan's head open like a coconut. Frying Pan: Xan got his goose cooked by Vani. Vani kabonged Xan in the spinal cord. Vani fried Xan's face off with a frying pan. Xan got his face caved in with Vani's non stick prying pan. Helicopter Rotor: Vani sent Xan flying like a whirlybird. Xan got torn apart by a helicopter rotor. Vani sent Xan's head flying high. Xan's head lifted off into the sky by Vani. Pickaxe: Vani picked away at Xan's organs. Xan's bones held no treasure for Vani. Vani opened Xan's brains with his pickaxe for blood diamonds. Xan's dome was picked apart by Vani. Demonic Scythe: Vani harvested Xan's organs and soul with his scythe. Xan paid his dues to Vani the Reaper. Xan's head was used as payment for Vani's reaping services. Vani took Xan to the afterlife after his head was slashed. Shovel: Vani whacked and buried Xan 6 feet under. Xan collapsed after many a whack from Vani's shovel. Vani's shovel had no clumps of brain after bonking Xan in the head. The last thing Xan saw before he died was Vani's shovel blade. More later. |
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| Author: | Vani [ Fri May 31, 2013 3:46 pm ] |
| Post subject: | Re: JWBP Vani |
Thanks for the suggestions. They will be added. But the sound still bothers me.. I've converted the sound effects (got plunger sounds!) to .wav 22050, but I can't import them to UnrealED. Nothing happens. When closing UnrealED it asks me to save my sound package. But when I try to open it again nothing happens. Afair I always had problems importing sounds to UnrealED. Any ideas? |
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| Author: | SX [ Fri May 31, 2013 4:05 pm ] |
| Post subject: | Re: JWBP Vani |
Not my cup of tea, sorry. ^^; Anyways... More deathmessages Medievel Short Sword: Vani stabbed Xan like a knight of olde. Xan fell in combat and lost honor to Vani. Vani turned Xan's head into the next Sword of the Stone. Xan's head was used a trophy for Vani's Victory. Gym Weight: Vani exercised his weight onto Xan's bones. Xan lost calories, fat and blood thanks to Vani. Vani softened and broke Xan's skull. Xan's thick skull was exercised away by Vani. Bone Saw: Vani went straight through Xan's bones with a bone saw. Xan's limbs were sawed away by Vani. Vani went through Xan's neck after a couple of sawing motions. Xan's head was donated to medicine thanks to Vani's bone saw. Plunger: Xan's body was clear of any clogs by Vani. Vani pumped the blood out of Xan's body. Xan's face was covered in Vani's plunger and suffocated due to the aromas. Vani plunged Xan's head off. |
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| Author: | Vani [ Fri May 31, 2013 4:28 pm ] |
| Post subject: | Re: JWBP Vani |
All added. Thanks. Will be added after I've fixed some annoying bugs. I think there won't be any new weapons for now. I wanted to add a cricket bat but I got no free model for that. I could model one myself but... maybe next weekend. If you have some weapon suggestions let me know. But always be sure to suggest at least TWO weapons. I don't want to have an uneven number of weapons in my pack... @Xavious, how do I change the plung throw so the plung's model doesn't clip into the wall like the screwdriver does? It doesn't look so funny like that... By the way: could anyone pack some sounds into a .uax using UnrealED? My Editor doesn't seem to be able to pack ANY sounds now even those that worked before. So it's not really my fault. |
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| Author: | Blade sword [ Fri May 31, 2013 4:45 pm ] |
| Post subject: | Re: JWBP Vani |
Make sure they are wav mono otherwise they won't pack and work |
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| Author: | Vani [ Fri May 31, 2013 5:24 pm ] |
| Post subject: | Re: JWBP Vani |
Still doesn't work, that's the strange thing about it... |
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| Author: | Captain Xavious [ Fri May 31, 2013 6:46 pm ] |
| Post subject: | Re: JWBP Vani |
Vani wrote: Yeah, I've already encountered two bugs that bother me... 1: The cut effect for the claymore is delayed and comes way too late. Try this line for the fire infos: Code: AnimTimedFire=ATS_Early Vani wrote: 2: THIS BOTHERS ME THE MOST! [...] After dying while carrying a junk war weapon my weapons are often positioned oddly like this. It randomly occurs and it's really annoying... the guitar isn't the worst case, the claymore and battle axe for example aren't even visible anymore. They seem to get closer to the player sometimes. How to fix these two? That... might be a bug in JW core. Does this happen to any weapons other than yours? Vani wrote: @Xavious, how do I change the plung throw so the plung's model doesn't clip into the wall like the screwdriver does? It doesn't look so funny like that... Ok, what you'll need to do is make a new mesh to be used as the projectile mesh. Have it so this is lined up so the plunger end is set to origin (so it will look like its stuck to the surface) and import that new mesh. Set the Plunger Throw Fire Info to use this mesh for its ProjMesh. May take some tries to figure out whats the best way to orient and postion it. Then make sure you set these lines: Code: bAlignToVelocity=True StickRotation=(Pitch=???) What this should do is use a new mesh that is offset so that when attached to the wall, should look lined up. Unfortunately, it will look really weird if its spinning through the air because the pivot point is now at the very end of it. To counter this, we have bAlignToVelocity set to true so that instead of tumbling, it will more closer resemble an arrow flying through the air, pointing towards where its going. Stick Rotation you'll need to figure out yourself, just tweak it until it looks right. I assume you already did that though. Vani wrote: By the way: could anyone pack some sounds into a .uax using UnrealED? My Editor doesn't seem to be able to pack ANY sounds now even those that worked before. So it's not really my fault. UEd is really dumb for importing sounds. I'm not really sure, but I think it has to have NO spaces in the directory the file to be imported is located. This means you'll most likely have to place it somewhere like D:\Sounds or something like that in order for it to import right. |
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| Author: | Vani [ Sat Jun 01, 2013 4:29 am ] |
| Post subject: | Re: JWBP Vani |
Sound stuff's really annoying... I could import my sounds now but while compiling it says that it couldn't find the sounds although they're all there... I've already done custom impact managers with the sounds, it doesn't work. Strange stuff... And yeah: The position bug also occurs when wielding original JW weapons. Maybe a JW redownload fixes it. bAligntoVelocity doesn't work btw. |
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| Author: | Vani [ Sat Jun 01, 2013 3:59 pm ] |
| Post subject: | Re: JWBP Vani |
Another little update. - Plunger has stab animations now and sticks to walls! - Added 6 new weapons. (Pitchfork*, Cricket Bat*, Vibrator*, Rake, Poker, Beater) - Minor stuff. *Now I used 3 models I entirely made by myself because I couldn't find free ones. Known issues: - Beater isn't held right by the character because the beater is a bit too wide. I don't know how to fix this without using another model or another animation. I'm a modeling noob (My skills were just enough to do the 3 weapons above and make them look somewhat good) and I can't do animations at all. I hope it doesn't bother you too much... - Pitchfork has no stab animations (not a real issue). This isn't my fault either since JW has no big weapon stab animation. Someone should do this, actually. - Still no custom sounds, don't know why it doesn't work, I'll try to fix it someday... http://www.mediafire.com/download/kvzya ... WBPVan.rar |
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| Author: | Captain Xavious [ Sat Jun 01, 2013 6:59 pm ] |
| Post subject: | Re: JWBP Vani |
Ok, need to test your latest yet but check this page out: http://wiki.beyondunreal.com/Legacy:Importing_Sounds Also, I remember now having issues with stuff sticking to walls myself. I will copy what my throw fire info looks like for my gnomes so that maybe you can benefit from it. Code: Begin Object Class=JunkThrowFireInfo Name=JunkThrowFireInfo0 projSpeed=2500 ProjMass=10 ProjMesh=StaticMesh'JWBPXav-HW.Weapons.Gnome_thrown' ProjScale=0.250000 WallImpactType=IT_Stick ActorImpactType=IT_Stick SpinRates=(Roll=-150000) ImpactManager=Class'JunkWarV25.IM_JunkClubHammer' ExplodeManager=Class'JunkWarV25.IM_JunkClubHammer' bCanBePickedUp=True Damage=(head=(Min=55.000000,Max=100.000000),Limb=(Min=10.000000,Max=55.000000),Misc=(Min=15.000000,Max=65.000000)) KickForce=6000 DamageType=Class'JWBPXav.DTJunkGnome' RefireTime=0.600000 AnimRate=1.250000 Sound=(Sound=SoundGroup'JunkWarSounds.Pipe.Pipe-Swing',Pitch=1.200000) Anims(0)="StabThrow" PreFireAnims(0)="StabPrepThrow" AmmoPerFire=1 bFireOnRelease=True AnimTimedFire=ATS_Timed End Object ThrowFireInfo=JunkThrowFireInfo'JWBPXav.JO_GardenGnome.JunkThrowFireInfo0' OH also, there IS a pitchfork animation set! Set up these defprops: Code: HandStyle=HS_TwoHanded RightGripStyle=GS_DualAverage LeftGripStyle=GS_DualAverage PullOutStyle=AS_DualPoke IdleStyle=AS_DualPoke Check out UEd for the animation names. Keep in mind that you can use animations that might be from one style onto another style. Big2Wide can mix in DualPoke attack animations if you want. Mixing one handed animations with two handed animations and vice-versa might not work so well though. For the beater, set up this: Code: RightGripStyle=GS_Capacitor It will probably work. |
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| Author: | Vani [ Sun Jun 02, 2013 6:29 am ] |
| Post subject: | Re: JWBP Vani |
Pretty cool stuff! It all worked! I didn't know about the pitchfork animations since they weren't used in JW. For the sounds: I've already imported them but while compiling it says it can't find the packages although they're all there... I'll try again. I'm sorry for those minor bugs but it's my first ut2k4 coding experience at all and I'm glad you're trying to help me. Uploaded the new update. Now everything should be fixed. Custom sounds will follow someday. |
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| Author: | Captain Xavious [ Sun Jun 02, 2013 9:22 am ] |
| Post subject: | Re: JWBP Vani |
No need to apologize for bugs as long as you make an effort to fix them. And yeah, those pitchfork animations came as a surprise to me the first time I seen them too. For sounds, make sure you are defining the right group for it. The format for sounds, staticmeshes, and all textures are as follows: PackageName.GroupName.FileName If your sounds are not in a group, its just PackageName.FileName For sounds, it may require you to make sure the sound in question is actually in a group, I'm not sure. EDIT: Just remembered, don't name your sound, texture, static mesh packages the same thing as your u package. Add -tex or -sound or something the the end of them and then adjust references in code and see if it compiles then. |
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| Author: | Vani [ Sun Jun 02, 2013 10:24 am ] |
| Post subject: | Re: JWBP Vani |
Doesn't work.. sounds are named jwvansound.pan.pansound, .shovel.shovelsound etc. Strange. |
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| Author: | Captain Xavious [ Sun Jun 02, 2013 1:50 pm ] |
| Post subject: | Re: JWBP Vani |
Ah. Dang. Well, next time you upload it, want to include the sound package too? I can take a look at it, maybe figure out whats wrong. |
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| Author: | Baryonyx [ Fri Jun 07, 2013 4:27 pm ] |
| Post subject: | Re: JWBP Vani |
Just noticed this and WOW. Going to DL and test tomorrow ASAP. But I have a small remark: A claymore sword was featured in a bonuspack for junkwar I found somewhere on the web already. Or is this the same one? |
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| Author: | Captain Xavious [ Fri Jun 07, 2013 5:09 pm ] |
| Post subject: | Re: JWBP Vani |
It was my old one. Outdated as farts and of poor quality. |
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| Author: | Vani [ Sat Jun 08, 2013 3:47 am ] |
| Post subject: | Re: JWBP Vani |
Aaaah.. Claymore.. I remember: I improved the claymore texture a couple of days ago and added 2 weapons that I wanted personally. I'll reupload it (again) I guess. Just add sickle and greatsword lines. I've always wondered why nobody makes more Junk Warz packs. It's so incredibly easy, even for a total beginner like me. I'll try making a ballistic weapons pack someday, already got plenty of cool 3d models. http://www.mediafire.com/download/kvzya ... WBPVan.rar |
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| Author: | Baryonyx [ Sat Jun 08, 2013 9:03 am ] |
| Post subject: | Re: JWBP Vani |
Tested it with 5 bots on DM-PueblinCanino (very good map for JW) and this is what I found: I think the shovel seems to have the wrong effect, it uses the large club one but it feels too heavy for a shovel imo. The sledge hammer effects would fit better. Bonesaw is sticking to walls when thrown - I don't know if it should. But if you keep it you should reposition the mesh for that because it goes too far into the wall.The rake hit effect seems too large too. Doesn't feel right. Some of the meshes for the weapons lying on the ground should be turned. The medieval sword's fire hit rate seems somewhat slow. There's a pretty big pause between the attacks. I recommend making the animation longer if that's possible. I love the stabbing idea for the pitchfork! I think the cut mark of the demonic scythe needs to be enlarged. And the vibrator didn't show up. (EDIT found out why: it's missing among the code lines you provided. Other than these things the pack is great! Very nice addition that makes JW fun again because of the much larger variety.
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| Author: | Vani [ Sat Jun 08, 2013 9:30 am ] |
| Post subject: | Re: JWBP Vani |
The medieval sword is supposed to be a bit slower. It's also not throwable. I'll try making it swing a little bit slower for the next update so it looks better. You're right, the shovel effect is a bit too heavy, I always wanted to change this but forgot. Rake too, I'll look for another effect. EDIT: For the rake: I just realized I already picked the un-heaviest effect possible. I don't think there's something more fitting. Just imagine a metal rake and slashing something with it REAL hard. What meshes should be turned? For the shovel: I did it like this because I wanted it to look like it was stuck in the ground. Bonesaw: Nice find, I'll fix that in the next release! Thanks for bugfinding! I want to provide a bugfree mod. Sorry for the inconvenience, you'll get 2 extra weapons for the next release. |
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| Author: | Baryonyx [ Sat Jun 08, 2013 10:28 am ] |
| Post subject: | Re: JWBP Vani |
It's not inconvenient, testing was very fun. Rake: Okay, if it's the smallest already then leave it like that. Weapons that lie around incorrectly: Battleaxe, sickle, P-axe, rake Although for the Battleaxe and Pick it could stick in the ground too. |
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| Author: | Vani [ Sat Jun 08, 2013 10:56 am ] |
| Post subject: | Re: JWBP Vani |
Haha.. of course I didn't notice them lying around incorrectly: I was testing on a snow map all along... -.- |
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| Author: | Baryonyx [ Sat Jun 08, 2013 1:30 pm ] |
| Post subject: | Re: JWBP Vani |
I forgot something... *facepalm* The plunger works great but how about changing it's hit sound to that of the gear lever (i hope it was that)? It makes it sound more like rubber. |
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| Author: | Captain Xavious [ Sat Jun 08, 2013 9:34 pm ] |
| Post subject: | Re: JWBP Vani |
Vani wrote: I've always wondered why nobody makes more Junk Warz packs. It's so incredibly easy, even for a total beginner like me. I'll try making a ballistic weapons pack someday, already got plenty of cool 3d models. I've been wondering this all along. If interest ever picks up I'd consider doing a little something for Junk Wars. |
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