Spoiler:
I think this is coming along nicely...
That's an awesome idea, I'm going to try critical headshots myself, thanks for the idea!dawnbreez wrote: ↑Sun Jul 02, 2023 3:05 pm This is deeply radical, and also making me kick myself for not working harder on my own weird RE-inspired mods
Some feature request/feedback stuff:Oh, before I forget--this works REALLY well with Critical Shots. What's a survival horror game without headshots as an ammo conservation mechanic?
- Getting a reloading kit early on is really inconsistent, which means that sometimes you end up drowning in ammo because you have gunpowder for days and an ammo kit...and other times, you drown in gunpowder because the first reloading kit in the run spawned near the exit. IMO, there should be a reloading kit inside the item box when you start a new game. If you'd prefer, you could also have Sinner start with a reloading kit, while the other playerclasses don't--after all, they're getting backup, right?...right?
- I might make an addon for this myself, but a grenade launcher that fires the FRG4 grenades--or a conversion kit that turns them into tripmines--would be really handy. As powerful as they are, the four-second fuse and massive blast radius makes them really unwieldy to use by hand; having an 'upgraded' way to use them would be a great way to deal with that. A grenade box would be nice, too--the first time I crafted a double yellow powder with a reloading kit, I ended up with a full item box and full inventory because I just had so many dang grenades!
- This seems to be a minor oversight, but with both Randomize Ammo and Monsters Drop Weapons turned on, weapons always have full magazines. I think Randomize Ammo should also randomize the amount of ammo in a dropped weapon's magazine. A lot of maps basically expect you to get a shotgun from a shotgun guy and a chaingun from a chaingun guy, so you end up having to play with Monsters Drop Weapons on--but then I end up with a whole bunch of ammo because shotgun guys keep dropping fully-loaded shotguns...
- On the topic of scarcity--I haven't played with scarcity much so IDK how it works, but it'd be cool if there were two scarcity chances--one to "downgrade" the pickup (say, from ammo to a powder, or from a medkit/stimpack to a potion) and one to remove it entirely. This way, I could fine-tune scarcity of both ammo and crafting materials to my liking.
- EDIT: A way to assign things to some kind of quick-slot system would be fantastic. I know part of the point is opening the menu to equip weapons, but my muscle memory keeps expecting shotgun to be on the 3 key
Spoiler: [UPDATE]The Mercenaries mode has also gotten a small update, mainly with adding options to the menu.
Oops, I have initially missed your post.mickromash wrote: ↑Mon Jul 24, 2023 11:50 pm Found a simple way to localize inventory buttons. Also localized menu strings
https://drive.google.com/file/d/14eXVDW ... sp=sharing
I forgot to mention it back then, but I'll rectify that now, I adore that grenade launcher sprite!dawnbreez wrote: ↑Fri Jul 07, 2023 11:21 am Totally understandable. I'm gonna keep refining what I've got; good luck with the job hunt!
[EDIT] I've put what I've got so far in a github: https://github.com/Derpford/dsin-fragout
The weapon doesn't spawn anywhere yet, and there's a visual glitch with the floating weapon sprite that I'm struggling to nail down, but otherwise it's working. You can craft a 40mm frag round by using a reloading kit on a frag grenade for now (one of the things on my todo list is adding a 'grenade parts' item as an intermediate step, so that you can then combine with different powders for different results).
Nope, the mod has no discord server.
I've considered making something similar for my weapon pack, if I do I'll make it spawn on zerk but I still have like 2 major bugs to fix lol just been too burnt out, I'm thinkin something like an axe maybe? slightly slower but much more powerfulCoolmc2222 wrote: ↑Sat Sep 30, 2023 4:36 pm Great Job on the Mod! my only suggestion for an addition is a knife/melee option so i can save ammo and not be starving for ammo in Tyson maps.(it might be good to spawn along with the full heal that replaces to berserk pack)
There already is melee in the mod that you can access with no weapon equipped, or by putting your weapon away during a sprint.Coolmc2222 wrote: ↑Sat Sep 30, 2023 4:36 pm Great Job on the Mod! my only suggestion for an addition is a knife/melee option so i can save ammo and not be starving for ammo in Tyson maps.(it might be good to spawn along with the full heal that replaces to berserk pack)