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Mod Team - Grenades mutator released

Discussion in 'Infiltration Development' started by MP_Duke, Jan 5, 2005.

  1. MP_Duke

    MP_Duke Banned

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    Here's a small grenades mutator that fell a little short of the weaponpack 1.1 release. I've decided to release this separately (attached file).

    Features:

    - improved rolling effect for M67
    - yurchian style shrapnel
    - new dissipating dust smoke, debris and explosion effect
    - left hand aiming

    Note: This can work in conjunction with yurch grenade types.
    This does not modify the flight trajectory of the 40mm grenades.

    Installation:
    ***NOTE BENE: Do NOT use with INF's RollingM67 mutator!!!***
    Extract the files to your System folder.
    Select Duke - Nades from the mutator list.
    ServerPackages=dukeNades_308 for servers.

    Thanks to Dr.J for left hand animation.

    Update 308
    -
    - loosened damping slightly to reduce sticky effect
    - added yurchian error influence to regular 40mm based on weapon sway
    - corrected pin and spoon size
     

    Attached Files:

    Last edited: Mar 8, 2005
  2. {GD}Odie3

    {GD}Odie3 You Give Odie a Boner

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    Added on GD EAS and Odie'3 FOX/DTAS servers.
     
  3. sir_edmond

    sir_edmond In my own world

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    Time for a flaming session that is well in need!

    I am sorry Duke, but these new grenades are a joke:

    • The kill radius is less than 3 feet.
      Think about it I drop a grenade at one side of a doorway and I walk to the other side of the doorway without crossing over into the next room, and when it blows and I am still alive, WHAT GIVES?

    • The Shell-shock is brilliant but it stays after you have a quick respawn the effects continue on until they end as if you were not killed.

    • The new smoke is better than the old smoke, but it dissipates too fast, I seriously doubt black smoke will disappear like that.
     
    Last edited: Jan 5, 2005
  4. MP_Duke

    MP_Duke Banned

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    neg, the kill radius hasn't changed, you're delirious.
     
  5. geogob

    geogob Koohii o nomimasu ka?

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    I like them a lot, but if you kill more than like 3 or 4 people at the same time, it crashes their audio engines... happened at least twice.
     
  6. MP_Duke

    MP_Duke Banned

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    Yes, it seems like the galaxy audio system the engine uses gets clogged.
    I just updated it to remove the shell shock effect. Attached file in first post.
     
  7. Kyle Kellahshehskee

    Kyle Kellahshehskee [^..^]Kyle

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    KEEP the shell shock effect, PLEASE!!!!

    MP_Duke,

    Please please please PLEASE keep the shell shock effect intact, or restore it with some minor tweaks! :eek:

    I've heard a number of stories from vets who've been on the receiving end of grenades tossed their way, and without exception, the loss of hearing is near if not completely total, so you may want to extend the length of time the hearing loss is in effect.

    If it takes four people to get caught in the blast radius in order for the hearing effect to temporarily cripple their sound engine, then if it's possible, cap the maximum number of people who can experience the hearing loss effect to three. The effect is just too good to do away with entirely.

    Is there a way to more gradually fade in the restoration of one's proper hearing? It seems too sudden to me as it currently stands.

    The smoke effect seems almost perfect to me now. What I like about it is that the smoke dissipates much more quickly than before, and this is definately more convincing. The visible debris and its physics is rock solid, and I prefer these "debris bits" over the old "glowing shrapnel."

    It's hard for me to judge the damage radius, since I've only recently switched over to the Type III armor vest. Either the Type III is tremendously more effective at defending against shrapnel than the Type II, or the grenades are less effective at dealing out damage than before. If the kill radius hasn't changed then the Type III is pretty remarkable protection that I'm going to keep wearing.

    In regards to respawning with the shaking effect, I just don't see the problem with this. Typically, most respawns take place long after the shaking has stopped. Even if one does respawn with the shakes, one typically respawns a sizeable distance away from encountering any threat, and by the time potential combatants close, the shaking effect has completely worn away. Yes, it'd be great if it would just cease altogether once one dies, but if it can't be worked out then the shaking system as it is seems much better than not having it at all. Keep it.

    In my opinion, these grenades were a HUGE step in the RIGHT direction. Keep up the great work, and thank you for all your hard efforts on it.

    Yours!

    Kyle
    Jan. 6, 2005

    :)
     
  8. {GD}Odie3

    {GD}Odie3 You Give Odie a Boner

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    updated
     
  9. keihaswarrior

    keihaswarrior New Member

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    When you take about the nades damage, you said it hasn't been changed? Changed from what? The vanilla nades? Old Yurch nades? ??
    Also what about 40mm?

    Also, I agree with Kyle that the shell shock effect should stay in, but the sound needs to be completely changed. Something more like the effect in Call of Duty or America's Army.

    Overall, good job on the nades :tup:
     
  10. ant75

    ant75 aaaaaaaaaaaaaaaaa

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    I agree with the comment about the black smoke, it disappears to fast IMO. Also, and that's just my opinion since i have no idea how it is in RL, i think the radius of the smoke should be wider, it kinda looks like a small puff right now. I have no idea how much smoke a real nade produces though.
    Other than these small details : :2thumb: .
     
  11. Demosthanese

    Demosthanese .

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    The "smoke" is not actually smoke, but dust and debris tossed up by the
    grenade. My only suggestion is to change it from black to a medium-light grey.
    As to the shellshock, it was a nice feature, but since the engine can't handle it,
    it was right to take it out.
     
  12. zeep

    zeep :(

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    Been waiting for this. Gj Duke.

    edit: works now
     
    Last edited: Jan 17, 2005
  13. MP_Duke

    MP_Duke Banned

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    Updated with dust smoke.
     
  14. chuckus

    chuckus Can't stop the bum rush.

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    I don't reember seeing black smoke when doing grenade training (and we had a window on the cement wall to see the grnade explode). It's mostly just thick grey and it dissipates quickly by it leaves an overall haze or light fog for a decent amount of time if there's no wind. However the effect is nice and I don't think it's necessary to change it.
     
  15. sir_edmond

    sir_edmond In my own world

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    Duke may i also suggest to put an insta kill radius of 3m on the grenades. and a wound radius of 10m or so
     
  16. UN17

    UN17 Taijutsu Specialist

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    The new dust effect looks great! But for some reason, I randomly get Darwinian smoke clouds. Anyone see this happening?
     

    Attached Files:

  17. Burger

    Burger Lookin' down the iron-sights...

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    hmmm, now i'm trying to decide to download the newest version, or the old one with black smoke... can i get an in-game shot of a 'normal' dust cloud? That one of UN17's is trippy. I don't want it if it does that often.
     
  18. Lethal Dosage

    Lethal Dosage Serial Rapis...uh, Thread Killer

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    EWWWW! yuck! Those dust clouds of UN17's, hopefully its just his graphics settings, or his card,

    So does this new version still have the shell shock? whatta bout the ringing, cus that was AWESOME!

    But then i'm an offline player, stupid 32k dial up!
     
  19. - Lich -

    - Lich - New Member

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    Edit again: Yes UN...looks familiar.
     
    Last edited: Jan 30, 2005
  20. MP_Duke

    MP_Duke Banned

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    What renderer are you guys using? It doesn't look like that at all on my computer.
    Are you guys using software rendering, because that's what all smoke effects look like under software...you wallhacks!
     

    Attached Files:

    Last edited: Jan 30, 2005

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