Author Topic: Range Overhaul Mod (v0.9)  (Read 23696 times)

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Offline Glyph

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Re: Range Overhaul Mod (v0.9)
« Reply #75 on: January 06, 2012, 09:32:54 pm »
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Wrong.
Both types of quivers were used, also for warfare.
But the most arrows were stuck on the ground(for fast shooting).
A backquiver also gives a better ability to run.

And yes I'm an archer in RL...
I also made my own medieval bows, arrows, quivers and other stuff.
I'm working on a patch wich should solve some performance issues.
Just delete the ui_gadgets.dds which is located in the texture folder of crpg.
not for massive archer volleys, because it is slower, so then they'd be retarded.
only english longbowmen used to stick there arrows in the ground to shoot faster and get them all mudded up for extra infection. another reason that they were the only ones that sticked their arrows in the ground was because they were the only ones that used thousands of archers to preform volleys and stay in the same place.
but a backquiver wasn't needed on battlefields for archers because, they wouldn't run, if they'd be running, they couldn't shoot their bows. 7500 longbowmen at Crecy made the french run, not themselves.
also, the animation of the shooting from a backquiver is f*cked up, and that's a fact.
so, the points for having a sidequiver in warfare are:
-faster shooting.
-you wont get slowed down in woods or so, because battles were fought on open plains, not in the dencest of woods.
-archers weren't used for running a marathon. there lords would probably wouldn't even want them to be able to run because then they'd rout more easily.
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Glyph you have obsessive Horse Archer and Horse hatred.
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Offline Tennenoth

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Re: Range Overhaul Mod (v0.9)
« Reply #76 on: January 06, 2012, 09:38:46 pm »
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Ok Sebastian, the more you do on this the more impressed I am becoming.

I will certainly be downloading this and picking out the good stuff from it that doesn't change my own stuff.
I particularly like your work with the full arrow/crossbow stacks in a quiver & your arrow size changes (although I will stick with the larger ones as they're easier to spot on the ground! ;) Gameplay over realism on that one).

Keep up the great work, i'm looking forward to whatever you bring out next!
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Offline Glyph

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Re: Range Overhaul Mod (v0.9)
« Reply #77 on: January 06, 2012, 09:41:03 pm »
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but sebastian, i have to say that your work is great, and that you take your own spare time to do this for the community. amazing!
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Glyph you have obsessive Horse Archer and Horse hatred.
- Official diagnosis :)

Offline Gisbert_of_Thuringia

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Re: Range Overhaul Mod (v0.9)
« Reply #78 on: January 07, 2012, 12:15:10 pm »
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3. The position of the crosshair is still the same as the old one... I just changed the texture of it.
Maybe you tested the new crosshair when it was raining.
Arrows and bolts are flying slower and drop earlier if it's raining.


No, was sunny^^

I tested it a couple of minutes, the arrows always went into the target about 2 centimeters below my actual aimposition. on very short distance, but also on a bit more distance

Maybe I'll reinstall it and see then, but I will probably take Tenne's version with the stuff he takes from you :D


Nevertheless, very nice work you've done

Offline PanPan

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Re: Range Overhaul Mod (v0.9)
« Reply #79 on: January 15, 2012, 06:34:20 pm »
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I bump this

Offline _Sebastian_

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Re: Range Overhaul Mod (v0.9)
« Reply #80 on: January 16, 2012, 11:48:20 pm »
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I bump this

I'm not going to make my mod available for the current cRPG version,
because there are some bugs(invisible helmets, script errors etc.) which should been fixed first.

So I will release the new update after some hot-fixes from the cRPG-team.

Offline Spleen

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Re: Range Overhaul Mod (v0.9)
« Reply #81 on: January 17, 2012, 12:03:24 am »
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I'm not going to make my mod available for the current cRPG version,
because there are some bugs(invisible helmets, script errors etc.) which should been fixed first.

So I will release the new update after some hot-fixes from the cRPG-team.

Sounds reasonable. In like one week everything should be settled...
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Offline Kreczor

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Re: Range Overhaul Mod (v0.9)
« Reply #82 on: January 17, 2012, 07:17:51 am »
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It's too bad archery sucks now, but you did put a lot of effort into it. Good job!

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Offline Blackbow

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Re: Range Overhaul Mod (v0.9)
« Reply #83 on: January 19, 2012, 10:16:39 pm »
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good job bro

thx
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Offline bigsean

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Re: Range Overhaul Mod (v0.9)
« Reply #84 on: January 19, 2012, 11:10:28 pm »
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Anyway to get the old flying missiles back after this patch?
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Offline _Sebastian_

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Re: Range Overhaul Mod (v0.9)
« Reply #85 on: January 20, 2012, 04:16:27 pm »
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Anyway to get the old flying missiles back after this patch?
You have to open the item_kinds.txt and search for:
Code: [Select]
barbed_arrows_flying_h1
Code: [Select]
bodkin_arrows_flying_h1
Code: [Select]
tatar_arrows_flying_h1
Code: [Select]
arrows_flying_h1
And then replace them all with:
Code: [Select]
flying_missile
Thats all :wink:
« Last Edit: January 21, 2012, 01:44:37 am by _Sebastian_ »

Offline bigsean

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Re: Range Overhaul Mod (v0.9)
« Reply #86 on: January 20, 2012, 04:54:59 pm »
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thanks so much sebastian, i much prefer your mod over the current patch. keep it up!
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Offline Zerobot1

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Re: Range Overhaul Mod (v0.9)
« Reply #87 on: January 20, 2012, 10:01:03 pm »
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Yeah thanks, I know that you prefer seeing the models but I really can't see where I'm shooting at all.

Edit: Hm it was actually barbed_flying_missile, tatar_flying_missile, bodkin_flying_missile that I had to replace with flying_missile. Not sure what the normal arrow one was.
« Last Edit: January 20, 2012, 10:13:39 pm by Zerobot1 »

Offline _Sebastian_

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Re: Range Overhaul Mod (v0.9)
« Reply #88 on: January 21, 2012, 01:44:20 am »
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Edit: Hm it was actually barbed_flying_missile, tatar_flying_missile, bodkin_flying_missile that I had to replace with flying_missile. Not sure what the normal arrow one was.
Oh damn...
You just changed arrow_flying_h1 correctly, when you shot the other arrows then you will see no missiles flying.

Now you have to delete the red part;
barbed_flying_missile
tatar_flying_missile
bodkin_flying_missile

I should change the order of my instruction that noone gets the same problem :wink:

Offline Earthdforce

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Re: Range Overhaul Mod (v0.9)
« Reply #89 on: February 05, 2012, 08:25:47 pm »
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This is compatible with .270, right?
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