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HOLLYWOOD 5 CHAOS now closed
Now closed as the v1.00 is up on other thread.
Can all beta testers please now do a clean install to save from possible errors later down the line |
forgot to mention that ai shooting accuracy has also been randmised :lol:
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Jason
Just got back to my desk, trying to DL from rapidshare and there is a 45 minute wait. I will DL this later. From the looks of things you've been quite busy. This is going to be outstanding. Thanks to Jscones and Commander we now have expanded the random event yet again. Will get some feedback as soon as I can get it set up. |
Chaos rules! :rock:
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Hey von :up:
I have yet to set the proper version lol so expect some more depth on the finnished product. I am just testing that it does have different effects in game. I will then work on a decent model that can be easily modified via text updates posted on the threads and nothing more. This will make fixing and adding as simple task. This way I will get things done for hardcore players as well as casual players. I am going to experiment with the special effects cos I know some are not obvious but they are there. catastophic explosion etc can come in handy at times. Just resting for a day or 2 while I get as much feedback as possible. It is vital people post test results as it will save time later :up: |
Thanks! :up: & welcome back! :D
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I have to say, I have been looking back into this whole damage model system properly over the last two weeks via theory but only got the game on the system 3 days ago and then whipped this up. This beta is just getting to prove that jscones random features gives us a new power over the damage model and future mods can mainly be text based and simple. Slightly off topic I have just spent some time reading the NYGM notes properly this time. The whole concept was quite brilliant especially the Deck gun issue. Bearing in mind that at the time of its creation much of the rules were fixed apart from torpedo randomness. I am now of the belief that I no longer need a random torpedo which opens new doors to me personally as I will have more control over the damage model I produce. The variation will be controlled by other means ;) I love the idea of increased sinking times, but for me personally, a little bit of the game excitement has been lost in the quest for realism. This imho is no fault of the creators. At that time, every damage model was condoled by one set of numbers i.e. fixed rules. Sod that I say now, lets get creative here. All this can now be adjustable whilst at the same time and with a bit of thought, it can provide a good balance between game play and realism. Add a bit of bad/good luck into text files plus the randomization of special effects and plus the power to control probability events i.e. catastrophic explosions and random sub damage systems by adding a possibility of internal explosions via cargos. It sounds quite complicated but hopefully it will not take long for me to come up with a model and even if it has some minor faults upon release, they can be fixed easily. In the meantime, I am just testing further on a number of methods to complete my objectives and possibly improving the text layout so updates will be even simpler. |
Great stuff. I'm really looking forward to this one.
Just two things though... 1. [2_data\Zones.cfg] FileType=T ChooseFrom=63 <--SHOULD BE 64 RndMidPat=1 2. The !BACKUP folder and contents don't need to be included in your d/l - SH3Cmdr will make the necessary backups for the user when they run the mod. Let me know if you have any feedback on using the randomisation feature (ie any limitations, suggestions, improvements etc). |
Cheers Jscones :up:
I will correct the errors, I only put a zones.cfg into the backup as I changed some other stuff to the zones.cfg that the random file could not touch i.e. critical chance etc. I wanted to ensure people had the same file as me for testing. I always thought that sh3 commander looks at this file first before changing the one in sh3 directory, am I wrong ?????? Also In basic cfg, I was going to get some use of the medic, I wanted to see if I could add probability to the following section thus making conning tower injuries a little more interesting and varied, OpenComp=1 PartiallyOpenComp=0.5 EnclosedComp=0.1 I used the same set up as adding ammo etc but this time sh3 commander would not allow the setup, Not sure if basic cfg is protected or this is because of the 0.5 or my layout was wrong. I just need to establish what is what in the ship layout and then I can get to work on the model. I really just need to know what spans the length of the ships and preferably what the below sections do in relation to the damage model. Failing that, I can use the default figures, as a general rule of thumb but this will limit the full potential of the model. So if anyone can help explain the below sections, please step forward and help e out a little. NSFlotMain NSFlotEmpty NSFlotShow NSFlotUpper NEFloodF FlotabilityGeneric FlotabilityFisher FlotabilityGenB FloodTower FloodfB |
This is how I would like the deck gun,
check the video out, it helps steer me on the special effects part. http://www.youtube.com/watch?v=XNP4ca2mMao So is it not reasonable to have a small splinter explosion effect on every shot??????????? instead of it looking like a pea shooter? Add the occasional ammo or fuel or custom, and add random multiplyer and we get special effects that do cause damage, Can we see where I am heading here? |
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[0_data\Cfg\Basic.cfg] FileType=T DAMAGE|OpenComp=I|1|?|Y DAMAGE|PartiallyOpenComp=F1|0|1|Y DAMAGE|EnclosedComp=F1|0|1|Y Or: [0_data\Cfg\Basic.cfg] FileType=T ChooseFrom=xx RndMidPat=1 0_DAMAGE|OpenComp=1.0 0_DAMAGE|PartiallyOpenComp=0.5 0_DAMAGE|EnclosedComp=0.1 1_DAMAGE|OpenComp=1.0 1_DAMAGE|PartiallyOpenComp=0.3 1_DAMAGE|EnclosedComp=0.1 2_DAMAGE|OpenComp=1.0 2_DAMAGE|PartiallyOpenComp=0.7 2_DAMAGE|EnclosedComp=0.3 etc |
Yep option 2 seems to work best thanks.
I did not want anything big in changes, but a little variety adds to the spice of life. Well I am away for three days revision, so need to take some homework to play with regarding the whole game damage system and what can be achieved using your tool. When I get back, I am building version 1.00 Which will be based on a mixture of realism and gameplay. Basically It will just be me adding a mixture of chances for early kills based on a model similar to NYGM except I am making the upper decks of the ships contribute to the sinking via luck and probability. NYGM is great but the wow factor has been lost in the process when I have been playing. I still yearn for the special effects and I want these special effect to be able to damage the ship. Your tool allows me not to be limited by these set rule systems and lets me control chance and luck with the ability to turn it up or tone it down via one line text that can be added to the random file. That’s what I call a damage model. I am not after complete historical accuracy at the detriment of gameplay and neither am I after quake at the detriment of historical accuracy. |
Oh jesus!
Now it was just missing this one to combine and turn what allready is perfect and brilliant into fantastic and smashinglly amazing... HollyWood was missed .... :cry: ....But it's back! :rock: Thanks gouldjg! |
http://img65.imageshack.us/img65/393...00616464wj.jpg
Hit the forward funnel with the deck gun and its on fire . Then i torped the v&w just under the rear funnel . You can see the black mark maybe . Rear funnel caught on fire then fire went straight out after a second . Ship sank 2 minutes later . |
Thanks for the result sober
Remember that I will be balancing the special effects and also having upper deck hit chances of increasing overall ship damage. The beta is just to show the random capability and has yet to be custom built for todays major mods. It will no longer be the case of a minimal number of Deck Gun shots. Lucky shots will be included on a percentage rate. You will not know where they will be so have to experiment on different areas of the deck. |
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