May 13, 2024, 09:51:57 pm
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Messages - Mado

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1
Closed suggestions / Re: Red Deathclaw Boss
« on: May 25, 2015, 05:10:42 pm »
Wasteland Diablo!  8)

2
The Thunderdome / Re: So, I was wondering...
« on: May 24, 2015, 10:03:40 am »
My general theory is that Fonline is in fact not just an MMO it's MMORPG where players play their roles as bad, good or neutral characters. You might not even think that you play some role but the true is that everybody do this. Russians done good thing, they have created an immersive world which is not harash, bad, unforgiving, the players did that. Look at Rust (Survival game) or DayZ. Players in real life or in forums they are normal persons, in game they can be psychos, bandits or just a pray. Without them game would be just another game, while now it's creating stories and lore. Fonline is the same case, without that harash, mad, psycho players it would be dead now, it's giving unique perspective on virtual realities that we are creating and that is amazing.

Killing bluesuits is the same thing, players by killing you tell you that is harash place, but they show you that they are afraid of players and yes it's destructive for project overall because many people abandon game. (Personally i dont approve killing bluesuits)

Of course, no one likes to be beaten over and over again. It's still a game tho.

3
Game Help / Re: Can DR be negative?
« on: May 24, 2015, 12:00:47 am »
Thanks for replies! According to information given by you, we can do some calculations! Let's take a case when target has the best armor possible to find in game the Power Armor (40 DR and 12 DT) and our weapon will be Assault Rifle (14-23 DMG) that uses both 5mm JHP (DRmod +40% and DMGadj 2/1) and AP (DRmod -35%
 DMGadj 2/3) ammo. We are taking the worst (well maybe not the worst but worst when taking the dmg) scenario possible, we rolled 14 DMG with assault rifle with both shots taken, both following JHP and AP ammo.

So JHP case:
Base DMG = 14. DMG * DMGadj = 28. *hits target*. DMGoverall - DT  = 16. DR = 40 + DRmod = 80;

100 - 80 / 100 = 0.2; // The 100 % - 80 % damage = 20 %

DMGoverall * 0.2 = 3.2 DMG

Now AP case
Base DMG = 14. DMG * DMGadj = 9.3(approx). *hits target*. DMGoverall - 1/3DT = 5.3(approx). (1/3DT Because of penetrate perk for that type of ammo)
 DR = 40 + DRmod = 5;

100 - 5 = 95%

DMGoverall * 0.95 = 5,035 DMG

In that case AP ammo is better.
Let's take Brotherhood Armor now, values for: JHP =  4; AP = 6.3;
Take CAMK2 values for: JHP = 4.4; AP = 6.9;
Take CA valuse for: JHP = 4.6; AP = 7.25

JHP is getting way better when used on armors below CA's
Metal Armor: JHP = 9.1  AP = 8.6;

Conclusion: Use rockets or Plasma even better!

After that random pile of senseless calculations we know that the AP ammo is better (who was expecting so spectacular results!) and again thanks for replies.



4
Game Help / Can DR be negative?
« on: May 23, 2015, 06:12:20 pm »
Like in a subject. Can DR be negative using for ex. AP ammo? Take for instance 10mm AP ammo with DR mod -35 and enemy without armor. After calculating DR is equal -35 % or 0 %? If the first case will be true, does it mean that the overall DMG output is equal 135% of the base value?

5
Tools and Modifications / Re: grenade mod
« on: May 09, 2015, 08:29:36 pm »
I think you could edit the sprite of the explosion and attach to it a halo for the ground and the bright mask around it, although it can look strange. If you want to make your own effect (like lightning of every object in the flash area) you have to work with the source code of fallout. (I have no idea if that exists or is located in client files)

6
Hi! I'am new here. I found something of your interests take a look:
[Proto]
ProtoId=20
Type=3
PicMap=art\items\club.frm
PicInv=art\inven\crowbar.frm
Flags=134217758
DisableEgg=1
Stackable=1
Weight=2267
Volume=3
SoundId=48
Cost=70
Material=1
Weapon_Anim1=5
Weapon_MinStrength=5
Weapon_ActiveUses=1
Weapon_CriticalFailture=1
Weapon_Skill_0=204
Weapon_Skill_1=200
Weapon_Skill_2=200
Weapon_DmgType_0=1
Weapon_Anim2_0=Anim2Swing1H
Weapon_PicUse_0=art\intrface\swing.frm
Weapon_PicUse_1=art\intrface\blank.frm
Weapon_PicUse_2=art\intrface\blank.frm
Weapon_DmgMin_0=10
Weapon_DmgMax_0=18
Weapon_MaxDist_0=1
Weapon_ApCost_0=4
Weapon_Aim_0=1
Weapon_SoundId_0=53


This is a data for a crowbar. It defines every stat in the game of that item needs. You can find whole code at GitHub respository!

Here are the weapons that are in game: https://github.com/rotators/fo2238/blob/master/Server/proto/items/weapon.fopro


I've never done stuff with FO code but i know something about coding (only in C# and it's not professional (only hobby  ;D)).

If you want to access other items search for the [proto] respository at GitHub there are all the definitions of items

[EDIT] Of course if you want start changing FO stuff you must get a server and a client to modify it. The only mods that will be working in FO:R will be the client side mods that arent changing game for everyone but only for the mod user.

[Another EDIT] Check http://fodev.net for more modding, code, art tutorials and help.

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