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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Dampe on November 07, 2014, 12:49:11 pm

Title: Dampe's Modern Weapons Mod (Third Time's The Charm)
Post by: Dampe on November 07, 2014, 12:49:11 pm
"I am going to finish this mod or die trying, goddammit."

I've got a hectic spring break (possibly involving flying a plane for the first time) but so help me Armok this mod will be worked on.
I may scrap what I have and try to go for quality rather than quantity at first. I'll release a few weapons just to see what everybody thinks some time in mid-March.

The way it'll probably be set up to avoid the complete anarchy that it was will be the Weapons Pack system. Rather than being released all together and all at once, weapons and equipment will be separated into themed "packs," which will be released whenever I can get to them. I'll go further into detail about each pack as the actual release dates approach. To prevent raw duplicates, a few things (such as ammunition) will be in a main DMWM file.

Confirmed packs:

Wild West
United States, World War II
Great Britain, World War II
Soviet Union, World War II
Nazi Germany, World War II
Imperial Japan, World War II
United States, Cold War
Soviet Union, Cold War
United States, Vietnam War
Vietnamese, Vietnam War
United States Army
USMC
Great Britain, Modern Day
Russian Federation, Modern Day
China, Modern Day
Showcase: Beretta
Showcase: Taurus/Rossi
Showcase: Colt
Showcase: Smith & Wesson
Showcase: Glock
Showcase: Sig Sauer
Movie Guns
Near Future
Distant Future (???)
Title: Re: Dampe's Modern Weapons Mod (Coming Soon!)
Post by: RoguelikesESP on November 09, 2014, 04:23:44 pm
Holy crap, this is insane! Good luck with the mod, really want to see how it turns out!
Title: Re: Dampe's Modern Weapons Mod (Coming Soon!)
Post by: Lt_Alfred on November 09, 2014, 04:33:08 pm
Will this work with dorf mod? please say yes!
Title: Re: Dampe's Modern Weapons Mod (Coming Soon!)
Post by: Dampe on December 15, 2014, 05:17:16 pm
Hello there!
It's been a while since I was on here, mainly due to life stuff, but I have returned more powerful than ever!
I have no clue about Dorf Mod compatibility, but if it can be done, it shall be done.
Title: Re: Dampe's Modern Weapons Mod (Coming Eventually!)
Post by: Del1m on December 18, 2014, 08:49:25 pm
Awesome to hear man. I've always loved guns and modern stuff in DF for some reason, so I'm glad you're still workin' on it.
Title: Re: Dampe's Modern Weapons Mod (Coming Eventually!)
Post by: pisskop on December 18, 2014, 08:50:09 pm
ohhh o.o
Title: Re: Dampe's Modern Weapons Mod (Coming Eventually!)
Post by: NoobKid on December 18, 2014, 09:59:59 pm
Did you figure out how to change the fire time for weapons? Like for making rapid-fire-ish rifles?
Title: Re: Dampe's Modern Weapons Mod (Coming Eventually!)
Post by: Dampe on December 19, 2014, 06:55:34 pm
Did you figure out how to change the fire time for weapons? Like for making rapid-fire-ish rifles?

There isn't a way to do that in vanilla DF.
There are dfhack scripts that can do it, but I want to at least get all the weapons added in first before I even think about messing with that.
I've got a pretty good balance for weapons at the moment, so that size and caliber still matter, even without rate of fire being a factor.
Title: Re: Dampe's Modern Weapons Mod (Coming Eventually!)
Post by: Dampe on December 19, 2014, 07:01:11 pm
I've made a couple changes in the mod, which is now in version 0.04.
I've reorganized the ammunition in the "item_ammo_rounds" folder so that it makes some sort of sense. I'm also working on military uniforms for nations, and a lot of modern clothing to fit with the mod. A lot of new instruments, food types, and toys will be coming too. I will be able to crank out this mod like nobody's business if/when I can afford a new computer, but until then I don't have much time to work on it. I've got most of the ammunition into the raws, but not that many weapons yet. Still, progress is being made. I've got plans for weaponry from a multitude of countries, so Canadians will be able to use Canadian guns, Norwegians will be able to use Norwegian guns, etc.
Title: Re: Dampe's Modern Weapons Mod (Coming Eventually!)
Post by: Dampe on December 22, 2014, 07:55:23 pm
Having just learned about the new demon spires, I really want to get this mod cranked out soon.
I'm on winter break for two weeks *sigh* so I can't just hang out in my school's library during lunch and mod Dwarf Fortress. (Also, my school blocked the Bay 12 Forums and I really want to punch someone for that  >:()
Anyways, I'm picturing a badass adventurer laying waste to a demon spire with a Remington 870.
(Make no mistake, you WILL be able to do that in the mod.)
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on December 28, 2014, 12:41:37 am
I've got the next three days off from anything that resembles work, so I should be able to make significant progress on the mod.
0.04 involved the reconfiguring of the ammunition so it would make more sense, so I had to scrap the weapons I had and start from scratch.
I've just finished up the Taurus/Rossi weapons set, and that concludes the American handguns set.
Ideally, I'll finish up all the handguns by tomorrow. That would leave machine pistols (what I've categorized weapons too large to qualify as handguns, but too small to be categorized as submachine guns), submachine guns, rifles, machine guns, shotguns, anti-armor weapons, melee weapons, clothing and armor. Additional miscellaneous stuff also needs to be worked on.
I've not yet had a chance to do any !!SCIENCE!! with the firearms yet, but everything looks okay raw-wise so far.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: UristMcWanderer on December 28, 2014, 12:48:42 am
Seems very interesting (though likely highly complicated)! I might have to download this and look at everything.

One question: Is the Winchester Model 1887 shotgun (the one from Terminator 2) included, or is that for a later date?
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on December 28, 2014, 01:05:02 am
Seems very interesting (though likely highly complicated)! I might have to download this and look at everything.

One question: Is the Winchester Model 1887 shotgun (the one from Terminator 2) included, or is that for a later date?

Though I haven't added them in yet, there will be a wide variety of Winchester shotguns. (I own a Winchester Model 50 in real life, so I've got a soft spot for their weapons.) The factory-standard 1887 was on my "planned" list, but the Winchester that Arnold used in Judgement Day wasn't. However, since I already had movie guns planned, (Only one I've gotten written out is the M41 Pulse Rifle from Aliens, and I got it to fire both standard rounds and grenades, since it chambered unique calibers in the movie.) I certainly can put it in. If I recall correctly, Schwarzenegger's Winchester didn't have a stock, so he could fire it one-handed. I'll have to do some research to see if the barrel length of the weapon was changed, or if it was just the stock. If only the stock was changed, it'll be easy. If the barrel length was changed, I'll have to do some other stuff, because of the way the weapons are in the raws. Anyways, I will put it on a request list. If anyone else has a weapon they want to see in here (The main requirement is that it was manufactured after the American Civil War, but other than that, there isn't much), just say what it is, and I'll see what I can do.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on December 29, 2014, 01:43:15 am
It is 12:38 A.M. where I am.
I just finished adding the one hundred and forty-seventh pistol into this mod.
I'm about halfway done...
with the fucking handguns.
I am going to finish this mod or die trying, goddammit.
Definitely not tonight.
Probably not tomorrow.
But maybe Tuesday.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: UristMcWanderer on December 29, 2014, 03:24:38 pm
If I recall correctly, Schwarzenegger's Winchester didn't have a stock, so he could fire it one-handed. I'll have to do some research to see if the barrel length of the weapon was changed, or if it was just the stock. If only the stock was changed, it'll be easy. If the barrel length was changed, I'll have to do some other stuff, because of the way the weapons are in the raws.
The M1887 in Judgment Day was a sawed-off variation with a shortened barrel and an enlarged lever loop for one-handed spin-cocking. I'm not sure how a shortened barrel would affect it, aside from reduced muzzle velocity.

Here's a picture of the one-handed shotgun from the Internet Movie Firearms Database.
(http://www.imfdb.org/images/b/bd/Win1887shotgunT2.jpg)
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on December 29, 2014, 07:25:00 pm
The M1887 in Judgment Day was a sawed-off variation with a shortened barrel and an enlarged lever loop for one-handed spin-cocking. I'm not sure how a shortened barrel would affect it, aside from reduced muzzle velocity.
Okay, thanks. The shortened barrel affects it in the raws because of the system I use to organize and balance the firearms. Let me see if I can find the exact barrel length for Arnie's M1887.
[EDIT: I managed to find a barrel length on the Terminator wiki, but the wiki didn't specify whether it was Schwarzenegger's version listed.]
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: UristMcWanderer on December 29, 2014, 09:09:05 pm
I managed to find a barrel length on the Terminator wiki, but the wiki didn't specify whether it was Schwarzenegger's version listed.
Wikipedia states that one of the factory-standard barrel lengths was 20 inches; the image I posted was of the 1887 that was used on-screen, which looks to be about an 18-inch barrel. I don't know how your system works it out, but I would probably use the 18- to 20-inch measurement as a safe standing point.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on December 29, 2014, 09:27:26 pm
I managed to find a barrel length on the Terminator wiki, but the wiki didn't specify whether it was Schwarzenegger's version listed.
Wikipedia states that one of the factory-standard barrel lengths was 20 inches; the image I posted was of the 1887 that was used on-screen, which looks to be about an 18-inch barrel. I don't know how your system works it out, but I would probably use the 18- to 20-inch measurement as a safe standing point.
Alright. Once I get around to it, it'll go in the special category with the M41A Pulse Rifle. Was the one Schwarzenegger used a 10- or a 12-gauge?
[EDIT: Calling it a night. Weapons count up to 196. Will finish pistols tomorrow for sure.]
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on December 30, 2014, 11:11:57 pm
Will finish pistols tomorrow for sure.
AHAHAHAHAHAHAHAHAHAHA
Pistol count is at 230 at the moment. I just finished the Italian handguns.
Of the nations with a significant number of firearms left to do, there's Austria (Glock), Canada (Para-Ordnance), Russia (Tokarev, Makarov, etc.), China (Norinco), and the Czech Republic (Ceská Zbrojovka). Those aren't the only other nations I'll be adding in, but those are the major ones. To sum it up, this mod has a long way to go. However, progress is being made.

Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: UristMcWanderer on January 03, 2015, 08:53:55 pm
To sum it up, this mod has a long way to go. However, progress is being made.
I might be able to help you get started on different classes of firearms (e.g. SMG, assault rifle, etc.). I'd need to figure out how your balancing system works, but dividing the work between other people would save you a massive headache from coding everything yourself.

Also, have you uploaded any files to DFFD for this mod? I'm interested to see how it looks so far.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 05, 2015, 07:14:22 pm
To sum it up, this mod has a long way to go. However, progress is being made.
I might be able to help you get started on different classes of firearms (e.g. SMG, assault rifle, etc.). I'd need to figure out how your balancing system works, but dividing the work between other people would save you a massive headache from coding everything yourself.

Also, have you uploaded any files to DFFD for this mod? I'm interested to see how it looks so far.

Thanks for the offer, but I think I've got the firearms handled. After all, it is Dampe's Modern Weapons Mod.
However, I could use some advice on modding creatures, however, since I'm rather new to that part of modding. I'm good at clothing and weapons and stuff like that, but I've never tried making my own creatures.

I haven't uploaded anything to DFFD yet, since I haven't quite gotten it to a point where that'd be feasible. However, I may need testers in the near future, as I don't have a computer that can run Dwarf Fortress at hand currently. More on that if/when the time comes.

I'm back to school, and I'm using my lunch periods to work on this mod, so progress is being made.
The one thing I'm reluctant to do is bring my reference book to the library, since a quiet high-school male reading a book about guns in the school library may attract some unwanted attention from teachers. In the meantime, I've been focusing on other aspects of the mod that need work.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Stirk on January 06, 2015, 05:22:04 am
To sum it up, this mod has a long way to go. However, progress is being made.
I might be able to help you get started on different classes of firearms (e.g. SMG, assault rifle, etc.). I'd need to figure out how your balancing system works, but dividing the work between other people would save you a massive headache from coding everything yourself.

Also, have you uploaded any files to DFFD for this mod? I'm interested to see how it looks so far.

Thanks for the offer, but I think I've got the firearms handled. After all, it is Dampe's Modern Weapons Mod.
However, I could use some advice on modding creatures, however, since I'm rather new to that part of modding. I'm good at clothing and weapons and stuff like that, but I've never tried making my own creatures.

I haven't uploaded anything to DFFD yet, since I haven't quite gotten it to a point where that'd be feasible. However, I may need testers in the near future, as I don't have a computer that can run Dwarf Fortress at hand currently. More on that if/when the time comes.

I'm back to school, and I'm using my lunch periods to work on this mod, so progress is being made.
The one thing I'm reluctant to do is bring my reference book to the library, since a quiet high-school male reading a book about guns in the school library may attract some unwanted attention from teachers. In the meantime, I've been focusing on other aspects of the mod that need work.

You made hundreds of weapons without testing any? That is honestly asking for disaster, in my opinion. Assuming your librarian is OK with you playing DF on the school computers (unless you are using a laptop), you can move/copy your DF folder to a flash drive and play it anywhere. Most librarians can see what you are doing on their computers and are capable of locking them, but seeing as you are already apparently coding....

Also, how exactly are you representing all these differences in the guns? There isn't any stat for things like barrel length, though you seem to be representing them.

While I am giving (probably unwanted) advice, you should probably remember to at least test some of the guns against clothed opponents. In my experience, a gun can work wonderfully against opponents in testing but simply bounce of cloths in a real game.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 09, 2015, 09:33:05 pm
You made hundreds of weapons without testing any? That is honestly asking for disaster, in my opinion. Assuming your librarian is OK with you playing DF on the school computers (unless you are using a laptop), you can move/copy your DF folder to a flash drive and play it anywhere. Most librarians can see what you are doing on their computers and are capable of locking them, but seeing as you are already apparently coding....

Also, how exactly are you representing all these differences in the guns? There isn't any stat for things like barrel length, though you seem to be representing them.

While I am giving (probably unwanted) advice, you should probably remember to at least test some of the guns against clothed opponents. In my experience, a gun can work wonderfully against opponents in testing but simply bounce of cloths in a real game.

I've got a laptop.

While this is the first time I've ever made a mod with the intention of posting it, this ain't my first prison rodeo when it comes to modding guns. I've got a good enough idea of what I'm doing to be confident that it won't be a complete disaster.

As for the system, I'll go into detail about it in another post.

And I always test against clothed opponents.
While your advice is unsolicited, it isn't unwanted.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Stirk on January 10, 2015, 06:24:06 am
You made hundreds of weapons without testing any? That is honestly asking for disaster, in my opinion. Assuming your librarian is OK with you playing DF on the school computers (unless you are using a laptop), you can move/copy your DF folder to a flash drive and play it anywhere. Most librarians can see what you are doing on their computers and are capable of locking them, but seeing as you are already apparently coding....

Also, how exactly are you representing all these differences in the guns? There isn't any stat for things like barrel length, though you seem to be representing them.

While I am giving (probably unwanted) advice, you should probably remember to at least test some of the guns against clothed opponents. In my experience, a gun can work wonderfully against opponents in testing but simply bounce of cloths in a real game.

I've got a laptop.

While this is the first time I've ever made a mod with the intention of posting it, this ain't my first prison rodeo when it comes to modding guns. I've got a good enough idea of what I'm doing to be confident that it won't be a complete disaster.

As for the system, I'll go into detail about it in another post.

And I always test against clothed opponents.
While your advice is unsolicited, it isn't unwanted.

In the transition from V34 to V40, ranged weapons where significantly nerfed. Guns that worked before won't necessarily work now. Besides, I would have no clue if I tried personally -__-. I look forward to looking at it, if it ever gets finished. If you ever need any help from someone who has no clue what he is doing, you know who to call.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 12, 2015, 07:01:18 pm
In the transition from V34 to V40, ranged weapons where significantly nerfed. Guns that worked before won't necessarily work now. Besides, I would have no clue if I tried personally -__-. I look forward to looking at it, if it ever gets finished. If you ever need any help from someone who has no clue what he is doing, you know who to call.

The firearms are powerful enough to make the vanilla crossbow look like a Red Ryder BB gun, so I'm not too concerned about that.

I have a question I've been wondering about in terms of creature raws. How do I make it so my creatures can't be fat? (Most soldiers aren't usually overweight) I know there's the broadness modifiers, but I don't know what values I should put there.

Also, in terms of when the mod will have progressed more, I've been working on non-firearms aspects of the mod daily, but I've got a large chunk of free time on the weekend of the 24th that I plan to use to plug n' chug and get some more guns cranked out. I've nearly completed the pistols, which only leaves machine pistols (automatics too small to be categorized as SMGs), submachine guns, rifles, shotguns, machine guns, and special weapons (grenade launchers and what have you).
Then come the uniforms and military gear, and after that, all that's left is the finishing touches.
Also, it is my birthday tomorrow, and with the funds I (hopefully) receive, I should be able to purchase a new computer, which will allow me to actually start testing the mod.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Stirk on January 12, 2015, 09:24:39 pm
Code: [Select]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
This is what the dwarfs currently have. The numbers are a percent, so dwarves can be anywhere between 75% as "Broad" as the standard to 125% as "Broad" as the standard. By changing these to be closer to the standard, it will make them less "fat", probably. I am not really concerned with things like descriptions in my mod, so it is possible that even if you turned the 125 to 102 or even 100 it would still describe them as fat. Deleting this entirely would remove the description, at least.

It is important to remember, however, that the larger "fat" categories actually increase their size, making them generally more powerful in melee, despite the description. For example, the "Obese" dwarf would multiply standard body size by 125%, actually making him stronger. Real life militaries typically have all sorts of body types anyways, while they aren't out of shape or obese, it might be best to think of broadness as broadness.

If you want the Broadness tag to still exist and just not show up, changing its

Code: [Select]
  APP_MOD_IMPORTANCE
which (I think) is currently 500 to a low number may keep it from showing up on character pages, while still effecting the game.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 13, 2015, 05:18:33 pm
Code: [Select]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
This is what the dwarfs currently have. The numbers are a percent, so dwarves can be anywhere between 75% as "Broad" as the standard to 125% as "Broad" as the standard. By changing these to be closer to the standard, it will make them less "fat", probably. I am not really concerned with things like descriptions in my mod, so it is possible that even if you turned the 125 to 102 or even 100 it would still describe them as fat. Deleting this entirely would remove the description, at least.

It is important to remember, however, that the larger "fat" categories actually increase their size, making them generally more powerful in melee, despite the description. For example, the "Obese" dwarf would multiply standard body size by 125%, actually making him stronger. Real life militaries typically have all sorts of body types anyways, while they aren't out of shape or obese, it might be best to think of broadness as broadness.

If you want the Broadness tag to still exist and just not show up, changing its

Code: [Select]
  APP_MOD_IMPORTANCE
which (I think) is currently 500 to a low number may keep it from showing up on character pages, while still effecting the game.

Thanks. I've never been that good at creature raws, most of my previous forays into the areas ended up being complete abominations.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Putnam on January 14, 2015, 04:50:33 am
Code: [Select]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
This is what the dwarfs currently have. The numbers are a percent, so dwarves can be anywhere between 75% as "Broad" as the standard to 125% as "Broad" as the standard. By changing these to be closer to the standard, it will make them less "fat", probably. I am not really concerned with things like descriptions in my mod, so it is possible that even if you turned the 125 to 102 or even 100 it would still describe them as fat. Deleting this entirely would remove the description, at least.

It is important to remember, however, that the larger "fat" categories actually increase their size, making them generally more powerful in melee, despite the description. For example, the "Obese" dwarf would multiply standard body size by 125%, actually making him stronger. Real life militaries typically have all sorts of body types anyways, while they aren't out of shape or obese, it might be best to think of broadness as broadness.

If you want the Broadness tag to still exist and just not show up, changing its

Code: [Select]
  APP_MOD_IMPORTANCE
which (I think) is currently 500 to a low number may keep it from showing up on character pages, while still effecting the game.

Obesity and fatness are completely unrelated to broadness. They are literally how much fat tissue a creature has. Broadness is literally described using the term "broad", AFAIK.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Stirk on January 14, 2015, 02:05:38 pm
Code: [Select]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
This is what the dwarfs currently have. The numbers are a percent, so dwarves can be anywhere between 75% as "Broad" as the standard to 125% as "Broad" as the standard. By changing these to be closer to the standard, it will make them less "fat", probably. I am not really concerned with things like descriptions in my mod, so it is possible that even if you turned the 125 to 102 or even 100 it would still describe them as fat. Deleting this entirely would remove the description, at least.

It is important to remember, however, that the larger "fat" categories actually increase their size, making them generally more powerful in melee, despite the description. For example, the "Obese" dwarf would multiply standard body size by 125%, actually making him stronger. Real life militaries typically have all sorts of body types anyways, while they aren't out of shape or obese, it might be best to think of broadness as broadness.

If you want the Broadness tag to still exist and just not show up, changing its

Code: [Select]
  APP_MOD_IMPORTANCE
which (I think) is currently 500 to a low number may keep it from showing up on character pages, while still effecting the game.

Obesity and fatness are completely unrelated to broadness. They are literally how much fat tissue a creature has. Broadness is literally described using the term "broad", AFAIK.

Are you sure? I just tested it and I seem to be right here. Putnam knows about 10000% more about modding then I do, normally it is best to listen to him over me.

I just made two test forts. Fort one, I looked into the descriptions and saw things like "He is scrawny", "She is fat" (Which I believe he is referring to here) as the first describing item. I did a find and replace for BROADNESS to a blank, then made a new fort. Nobody had any "Broadness" descriptions.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 14, 2015, 05:33:11 pm
Though I'm not qualified to say, I'm pretty sure broadness and "fatness" were one and the same.
I think broadness is how wide a creature is, or in layman's terms, how "fat" they are.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 14, 2015, 05:37:43 pm
Also, I added in the M41A Pulse Rifle and the M56 Smartgun from Aliens today.
The M41A can fire both 10x24mm caseless rounds and 30x71mm grenades.
(I did a trick in the raws where both the 10x24mm caseless round and the 30mm shells are in the "10X24MM_CASELESS_ROUND" class. Since there aren't any real guns that chamber 10x24mm caseless, I could pull it off.)

The Smartgun is heavy as hell, but is (so far) the most powerful weapon in the mod.

[EDIT:By "powerful," I mean that the Smartgun has the most stopping power of any of the guns implemented so far. It doesn't necessarily make it the "best." In fact, the Smartgun is too heavy to be practical. Its ammunition isn't big (10x28 caseless), but the gun itself is huge.]
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 16, 2015, 04:24:03 pm
Any requests for other movie guns?
(I haven't forgotten about the 1887.)
I might do Robocop's gun, if I can find the specs.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Baffler on January 16, 2015, 08:27:35 pm
Would the AVR-30 be out of the question? (http://www.imfdb.org/wiki/Avatar)

Also, how far back do you consider modern? Would WW2 era weapons make it in? WW1? Dwarven maxim gun crews would be awesome.

Never mind, it was in the OP and I missed it the first time around.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 17, 2015, 01:14:19 pm
Would the AVR-30 be out of the question? (http://www.imfdb.org/wiki/Avatar)

Also, how far back do you consider modern? Would WW2 era weapons make it in? WW1? Dwarven maxim gun crews would be awesome.

Never mind, it was in the OP and I missed it the first time around.

Absolutely not. I'll probably add in the other firearms from Avatar while I'm at it.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 19, 2015, 02:02:13 pm
Progress is still being made on the mod.
I usually try to at least add something in every weekday, so it isn't just sitting there, even if that something is just a few new sentences of speech or a couple new clothing items. This coming weekend is when I plan to get some more of the guns added in.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 22, 2015, 05:32:23 pm
STATUS UPDATE!
*Cue breaking news music*

We are two days away from The Grindening. (Not a bad name for a heavy metal band, now that I think about it)
Over a period of about half a week, I shall forego all other non-essential activities to add in a fuckload of guns into the raws.
Perhaps-- just perhaps, (Armok willing), I shall finish the guns.
Then all that's left is to add in military uniforms, and to polish off what remains.
This is Dampe signing off, stay tuned and good night.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 24, 2015, 11:01:52 am
Prepare yourselves, mortals, for The Grindening is at hand.
[EDIT: It's 12:30-ish. Taking a lunch break. Handgun count at 270, Canadian handguns are finished.]
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Stirk on January 25, 2015, 05:33:46 pm
....What is the file size at this point? All these guns are going to end up lagging the game hard  :-\.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Putnam on January 25, 2015, 05:34:30 pm
Are they? I'm pretty sure item types don't actually do that.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Stirk on January 25, 2015, 05:45:52 pm
Are they? I'm pretty sure item types don't actually do that.

I don't know. Are they? I don't even know how he is managing to add things like barrel length, he never did go into his system  :-\. At the very least, making the guns will end up being a mess. I also don't know how lag works. Or what it is.  Laser Augmented Gun?
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 27, 2015, 06:38:25 pm
....What is the file size at this point? All these guns are going to end up lagging the game hard  :-\.

It's 78 kilobytes, so you'll probably need an external hard drive just to download the mod.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on January 27, 2015, 06:50:29 pm
I don't even know how he is managing to add things like barrel length, he never did go into his system  :-\.
Sorry about that.
Basically, I'm using barrel length (corresponding to the force of the shot) versus size (the size of the guns is a bit more complicated, but it's the overall length in millimeters for the pistols. I've got an idea of what I'm going to do for rifles, but I haven't started adding them in yet, so I'll go into that at a later date.) versus caliber (correlates to ammunition size and velocity) to balance out the weapons. On paper (or rather, screen) it works pretty good, but I haven't gotten a chance to try it out in game yet.
Title: Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
Post by: Dampe on February 20, 2015, 10:15:40 pm
This will be coming back soon.
Title: Re: Dampe's Modern Weapons Mod (Third Time's The Charm)
Post by: Dampe on March 01, 2015, 02:35:16 pm
The glorious return is soon to be upon us
Title: Re: Dampe's Modern Weapons Mod (Third Time's The Charm)
Post by: CornishGH on April 15, 2015, 11:59:10 pm
How soon?
Title: Re: Dampe's Modern Weapons Mod (Third Time's The Charm)
Post by: Dampe on April 17, 2015, 07:02:27 pm
Well, here's the problem, everyone.
In Dwarf Fortress' current state, I cannot implement firearms as well or as completely as I would like to. The tests I did using what I had so far were a complete mess. They're completely useless in combat against more than one enemy, and even then, only useful at medium to long range. I CAN theoretically use DFhack to mod fire rate (or so someone told me) but I'd like to do it without the use of DFhack to make it easier to install and more compatible with other mods. Also, I don't know the first thing about DFhack scripting. In short, I'd like to postpone this with the promise that if (hopefully, when) Toady implements either the ability to change the fire rate of bows and/or the ability to aim them, I promise I will return to this mod. Until then, I'm afraid there isn't much to do but wait.
Title: Re: Dampe's Modern Weapons Mod (Third Time's The Charm)
Post by: Enemy post on April 22, 2015, 12:09:56 pm
Could you show us what you were able to do with the current system at least?
Title: Re: Dampe's Modern Weapons Mod (Third Time's The Charm)
Post by: Dampe on April 23, 2015, 05:32:47 pm
Uhh, yeah, I can whip something up in a couple days.
(File is somewhere on my old computer, so it'll take a bit of searching to find it.)
Title: Re: Dampe's Modern Weapons Mod (Third Time's The Charm)
Post by: Dampe on April 27, 2015, 04:25:03 pm
Um.

I may have made a little oopsie.
Title: Re: Dampe's Modern Weapons Mod (Third Time's The Charm)
Post by: Dampe on May 03, 2015, 04:14:36 pm
Could you show us what you were able to do with the current system at least?

I found out the file is actually not on my old computer.
I accidentally deleted it without realizing.
*Facepalm*
Title: Re: Dampe's Modern Weapons Mod (Third Time's The Charm)
Post by: Jake on May 03, 2015, 05:02:30 pm
There's disk-recovery apps that could help you with that.
Title: Re: Dampe's Modern Weapons Mod (Third Time's The Charm)
Post by: Enemy post on May 05, 2015, 05:57:30 pm
If you are using Windows, could it be in the recycle bin?
Title: Re: Dampe's Modern Weapons Mod (Third Time's The Charm)
Post by: Dampe on May 07, 2015, 10:33:12 am
I was using a Mac, and sadly, no.
As somebody who mods Dwarf Fortress often, I usually keep .zip files of the game on hand at all times in case I mess up and need a fresh start.
Usually, I'll have two or three (or more) copies of Dwarf Fortress on my desktop, so keeping track of them all can be tricky. As it turns out, I put the raws from the Modern Weapons Mod into one of these to test them out, and then forgot to rename the folder so I would know they were in there. I later deleted this folder, not realizing what was inside.

However, I can say from the testing I did that the guns would have needed a lot of work anyways. In one-on-one combat against an enemy wielding a melee weapon, the gun would usually win if the enemy was at least six or so tiles away, but if there was more than one enemy, or they got in close, the shooter was usually screwed. The two things I need to be able to control to be able to fully implement guns are fire rate and the ability to aim ranged weapons. I'm fairly sure these aren't on the top of Toady's list to be implemented, but if (but more hopefully, when) they get added in, I will come back to this mod and finish it.