Poll

does anyone also want this kind of feature in cRPG (full penetration)  :twisted:

Yes
79 (73.1%)
No
4 (3.7%)
Give them run
25 (23.1%)

Total Members Voted: 108

Author Topic: More Penetration, and how to add it. [Solution Inside]  (Read 2198 times)

0 Members and 1 Guest are viewing this topic.

Offline //saxon

  • King
  • **********
  • Renown: 1339
  • Infamy: 181
  • cRPG Player Sir Black Bishop
  • I'm just to dam goood 😎
    • View Profile
  • Faction: Vanguard
  • Game nicks: Saxon
Re: need a little help from community
« Reply #15 on: June 15, 2014, 08:40:53 pm »
0
Changing the weapon length server side, but keeping the Mesh at its current length. Pretty simple but genius solution :D

But would that not cause minor problems such as hit detection for melee? Since the length will still be the same looks wise, but when swinging you would not clip with half of the spear since the server side length is actually shorter.
Or am I just being stupid here?
well i can see why you think that but a throwing weapon that can also be used as melee, they have two separate lines in the module file, one for the throwing mode and one for the melee mode, all we need to do is change the throwing mode line but leave the melee one the same, talking about the length stat in the script that is.


and thanks for your help matt2507 il read into it, appreciate it!
visitors can't see pics , please register or login

Offline Krex

  • Earl
  • ******
  • Renown: 403
  • Infamy: 165
  • cRPG Player Sir Black Bishop
  • How did I get here?
    • View Profile
    • Steam
  • Game nicks: Krex
Re: need a little help from community
« Reply #16 on: June 15, 2014, 09:37:34 pm »
+2
and thanks for your help matt2507 il read into it, appreciate it!

You should also take a look at the OSP section,there is tons of stuff(items,features)that you can add to your module just to experiment around a little.
Quote from: Tomeusz link=topic=45416.msg717346#msg717346
horse just standing on 2 feets and does "yhohohohoh".

Offline //saxon

  • King
  • **********
  • Renown: 1339
  • Infamy: 181
  • cRPG Player Sir Black Bishop
  • I'm just to dam goood 😎
    • View Profile
  • Faction: Vanguard
  • Game nicks: Saxon
Re: need a little help from community
« Reply #17 on: June 15, 2014, 10:24:33 pm »
0
If you are too lazzy to, there is my item_kind.txt modified for native: http://www.mediafire.com/view/7n6u4t6csocoxv9/item_kinds1.txt
what lines have changed compared to the vanilla native file? can you specify?

also i downloaded that module program and i have 2 folders, do i need to extract them to a certain location to open the Module_items.py?
« Last Edit: June 15, 2014, 10:31:10 pm by Saxon. »
visitors can't see pics , please register or login

Offline matt2507

  • King
  • **********
  • Renown: 1013
  • Infamy: 168
  • cRPG Player Sir Black Rook A Gentleman and a Scholar
  • It is when making anything that we become anyone.
    • View Profile
  • Faction: Mercenaries
  • Game nicks: Merc_Raylin The_Village_Idiot Mohamed_Ali
Re: need a little help from community
« Reply #18 on: June 15, 2014, 11:14:09 pm »
+3
what lines have changed compared to the vanilla native file? can you specify?

also i downloaded that module program and i have 2 folders, do i need to extract them to a certain location to open the Module_items.py?

I changed all arrows and long throwing stuff.


For the module, you just need the "Module_system 1.xxx" folder, extract it and you get all pyton files.
If you want to compile it (for getting the item_kind.txt" as exemple) you must specifie a path in "module_info.py" like that:
Quote
# Point export_dir to the folder you will be keeping your module
# Make sure you use forward slashes (/) and NOT backward slashes (\)

export_dir = "D:/Native_test/"

After that, just launch "build_module.bat" in the folder. You must have pyton instaled for compiling.
If that don't work with pyton instaled, just put "python.exe" in the folder with the "build_module.bat"

All .py file are text file, edit it with notepad++
Your module folder should look like that:
visitors can't see pics , please register or login
« Last Edit: June 15, 2014, 11:18:56 pm by matt2507 »
visitors can't see pics , please register or login


No donkeys were harmed in the making of this gif.

Offline //saxon

  • King
  • **********
  • Renown: 1339
  • Infamy: 181
  • cRPG Player Sir Black Bishop
  • I'm just to dam goood 😎
    • View Profile
  • Faction: Vanguard
  • Game nicks: Saxon
Re: need a little help from community
« Reply #19 on: June 15, 2014, 11:19:32 pm »
0
I changed all arrows and long throwing stuff.


For the module, you just need the "Module_system 1.xxx" folder, extract it and you get all pyton files.
If you want to compile it (for getting the item_kind.txt" as exemple) you must specifie a path in "module_info.py" like that:
After that, just launch "build_module.bat" in the folder. You must have pyton instaled for compiling.
If that don't work with pyton instaled, just put "python.exe" in the folder with the "build_module.bat"

All .py file are text file, edit it with notepad++
ok i did that and it works and it came up with exporting all the files in the module i presume, so can i just edit the weapon lengths now and it will work?
visitors can't see pics , please register or login

Offline matt2507

  • King
  • **********
  • Renown: 1013
  • Infamy: 168
  • cRPG Player Sir Black Rook A Gentleman and a Scholar
  • It is when making anything that we become anyone.
    • View Profile
  • Faction: Mercenaries
  • Game nicks: Merc_Raylin The_Village_Idiot Mohamed_Ali
Re: need a little help from community
« Reply #20 on: June 15, 2014, 11:24:00 pm »
+2
ok i did that and it works and it came up with exporting all the files in the module i presume, so can i just edit the weapon lengths now and it will work?

Yep, just edit the weapon lenght value.

Don't forget to specify the exporting folder. Sometimes i miss it and it's realy boring, thrust me  :mrgreen:
Normaly, the default path is "C:/Program Files/Mount&Blade/Modules/Native/".

For ranged projectiles you must edit lines 265 to 270 and 1093 to 1111

I tried it and it's realy cool to see an arrow pass trough the head off an ennemy, i realy hope some devs read that post.
« Last Edit: June 15, 2014, 11:30:04 pm by matt2507 »
visitors can't see pics , please register or login


No donkeys were harmed in the making of this gif.

Offline matt2507

  • King
  • **********
  • Renown: 1013
  • Infamy: 168
  • cRPG Player Sir Black Rook A Gentleman and a Scholar
  • It is when making anything that we become anyone.
    • View Profile
  • Faction: Mercenaries
  • Game nicks: Merc_Raylin The_Village_Idiot Mohamed_Ali
Re: need a little help from community
« Reply #21 on: June 15, 2014, 11:31:52 pm »
+2
Changing the weapon length server side, but keeping the Mesh at its current length. Pretty simple but genius solution :D

But would that not cause minor problems such as hit detection for melee? Since the length will still be the same looks wise, but when swinging you would not clip with half of the spear since the server side length is actually shorter.
Or am I just being stupid here?

I didn't see any trouble when i test it. projectiles are fast so that doesn't make a difference.

And for melee, like saxon said, there is two lines, it's like you have to different weapons so there is no problem.
See that pic:
(click to show/hide)

You got two lines, the first for primary mode and the second with "_melee" at the end for the secondary mode.
« Last Edit: June 15, 2014, 11:35:18 pm by matt2507 »
visitors can't see pics , please register or login


No donkeys were harmed in the making of this gif.

Offline //saxon

  • King
  • **********
  • Renown: 1339
  • Infamy: 181
  • cRPG Player Sir Black Bishop
  • I'm just to dam goood 😎
    • View Profile
  • Faction: Vanguard
  • Game nicks: Saxon
Re: need a little help from community
« Reply #22 on: June 15, 2014, 11:47:30 pm »
+2
well it worked and ive successfully done it, its actually very quick and easy and it would only take the developers a few mins to do this, and then patch the game.

thanks for your help matt you're a very kind gentleman and you have solved my troubles on this case  :D!
« Last Edit: June 16, 2014, 01:14:59 am by Saxon. »
visitors can't see pics , please register or login

Offline Dark_Blade

  • Count
  • *****
  • Renown: 210
  • Infamy: 100
  • cRPG Player
    • View Profile
  • Faction: Grey Order
  • Game nicks: Dark_Blade, Fallen_Templar_the_Grey, Jeric_Whistlebone
Re: need a little help from community
« Reply #23 on: June 15, 2014, 11:55:51 pm »
0
your font is so nerdic lol
visitors can't see pics , please register or login

Offline Macropus

  • King
  • **********
  • Renown: 1668
  • Infamy: 296
  • cRPG Player Sir Black Knight
    • View Profile
  • Game nicks: Macropus
Re: need a little help from community
« Reply #24 on: June 16, 2014, 12:04:44 am »
0
The only problem that I see with this method - does it make projectiles penetrate solid objects like walls etc as well?

Offline Sniger

  • Marshall
  • ********
  • Renown: 795
  • Infamy: 442
  • cRPG Player
    • View Profile
Re: need a little help from community
« Reply #25 on: June 16, 2014, 12:08:57 am »
0
visitors can't see pics , please register or login

(click to show/hide)
« Last Edit: June 16, 2014, 12:13:02 am by Sniger »

Offline matt2507

  • King
  • **********
  • Renown: 1013
  • Infamy: 168
  • cRPG Player Sir Black Rook A Gentleman and a Scholar
  • It is when making anything that we become anyone.
    • View Profile
  • Faction: Mercenaries
  • Game nicks: Merc_Raylin The_Village_Idiot Mohamed_Ali
Re: need a little help from community
« Reply #26 on: June 16, 2014, 12:31:40 am »
+3
The only problem that I see with this method - does it make projectiles penetrate solid objects like walls etc as well?

No.

i wish i knew, good idea. perhaps not completely impale  :lol: but yeah, more penetration animation/gfx wise would be cool. the way its animated/look now is odd, not realistic... physics! btw penetrating a fucking horse? like all the way through? :lol: i think you have seen too many movies mate  :lol:

You can make it to penetrate like 25% or less/more.
visitors can't see pics , please register or login


No donkeys were harmed in the making of this gif.

Offline BlueKnight

  • Marshall
  • ********
  • Renown: 983
  • Infamy: 200
  • cRPG Player A Gentleman and a Scholar
  • If you run, you will only die tired...
    • View Profile
  • Faction: Nordmen
Re: need a little help from community
« Reply #27 on: June 16, 2014, 12:49:31 am »
+3

(click to show/hide)


haha :mrgreen: I believe only the pr0s use black taskbars alligned to the left ^^. I have mine very similar but a bit less adjusted.

EDIT: Also good job helping fellow cRPG player! That's a positive spirit!
visitors can't see pics , please register or login

Skyrim UI

Offline matt2507

  • King
  • **********
  • Renown: 1013
  • Infamy: 168
  • cRPG Player Sir Black Rook A Gentleman and a Scholar
  • It is when making anything that we become anyone.
    • View Profile
  • Faction: Mercenaries
  • Game nicks: Merc_Raylin The_Village_Idiot Mohamed_Ali
Re: need a little help from community
« Reply #28 on: June 16, 2014, 12:57:47 am »
+1
haha :mrgreen: I believe only the pr0s use black taskbars alligned to the left ^^. I have mine very similar but a bit less adjusted.

EDIT: Also good job helping fellow cRPG player! That's a positive spirit!

It's juste more convenient for double screen and also because that's look cool :mrgreen:
visitors can't see pics , please register or login


No donkeys were harmed in the making of this gif.

Offline //saxon

  • King
  • **********
  • Renown: 1339
  • Infamy: 181
  • cRPG Player Sir Black Bishop
  • I'm just to dam goood 😎
    • View Profile
  • Faction: Vanguard
  • Game nicks: Saxon
Re: need a little help from community
« Reply #29 on: June 16, 2014, 01:19:50 am »
0
yes you can adjust the "impale depth" by decreasing/increase the missile weapon length in the item_kinds file.

so if you think its going to deep just increase the length of the projectile and it will come more out of the model it hits, decrease the length and it will go deeper into the model.

what makes this illusion look realistic is the actual mesh/texture and model size stays the same but the game think the weapon is smaller so it hits things after the actual end of the model hit the object, if that makes any sense at all.
visitors can't see pics , please register or login