ShazMX6 Newbie


Joined: Aug 18, 2009 Posts: 173 Location: Z. USA 10051.75 Dollars
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Posted: Mon Feb 01, 2010 8:46 am Post subject: Shaz Mod 0.7 Update Will Be Loaded On Server Today. |
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JO IC:FireStorm Mod Version 0.7 Formerly MDK Mod, aka Commonly referred to as Shaz Mod.
Name Change, FireStorm Mod, reflect the crazy Firepower Changes in the mod.
New Version will be uploaded onto My Server sometime Today, so if anyonw has troubles getting into it, for those that play it, thats why.
list of changes, tweaks, etc in version 0.7, and its a Doozy, and have quite a bit more to go.
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|Ver sion 0.7 "Sternal Saw" Updates:|
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Started To Name The Versions of the Updates sort of like versions of Linux.
this one is starting with "Sternal Saw",
Definition for Sternal Saw: Sternal saw, used in surgery to open a patient's sternum.
...If That gives you any Idea.
First of for Weapon Changes.
-M249 "Sternal" SAW. You Will Love This... You Have an Approximate Fire Rate of 2000 Rounds per Minute (Managed to Increase ROF a bit beyond the previously thought max of 1800 RPM), 4
Clips, 250 Rounds each, Reload times have been Dropped dramatically, the animation for it is cut short, so as soon as the animation shows the gun loaded you can fire the gun, the sound
effect still plays even though the gun is loaded, at least until you pull the trigger then the loading sound effect disappears. Reload time makes it much faster to reload in heat of
battle.
for some added Stopping power, the M249 Spits out Barret 50 Cal Rounds, which if you remember from version 0.6 recoil has been reduced to almost nothing, this gives the 249 unprecedented
Rate of Fire and Range for its rounds. Its still highly inaccurate at long range with trigger held down, but for short bursts, its quite powerful.
to augment the increased Range and Power, as well as Accuracy issue, I added an 8x Scope Zoom (2, 4, 6 and 8x), uses CAR15/M4 Red Dot Sight, Shows Range to Target, and Elevation in 50M
increments. Firing Scoped, gives you quite a nice grouping of shots at closer range targets given the ROF.
Aside from the Max Ammunition available for Infantry Weapons which seems to be no more than 1000 Rounds max, yet for Vehicles there seems to be no limit, the only thing I could do more for
this Weapon would be increase Clip Size/Decrease Number of Clips, or set it for Infinite Ammo, which I really don't want to do.
but all this aside, the M249 is Now A Rambo's Dream. The Only Thing It Can't do is blow Targets like Sam Sites or Crates needing Satchels, or Blow a Battle Tank, any other vehicle on
the battlefield, or target is Fair Play.
Can't Find a Hidden Sniper, Flush the Bugger Out with this Thing, 3 or 4 Players armed with this should be able to hit him somehow.
-M240 203 Gun. Clip Size Increased to 200 Rounds, 5 Clips, 1000 total. Rate of Fire Also increased to 2000 RPM like the 249.
Reload time for M240 is unchanged, due to use of 203's figured it should stay the same.
Added CAR15/M4 Red Dot Sight, as well as Range to Target and Elevation, when fired through scope mode you can fire directly, or change Elevation and hit targets farther away. has a Max
Elevation change of 500M, just like the standard 203 Launcher tubes on M4, AK47, etc.
-Recoil on M203 Grenades also Dropped to for a bit better control for the M240 203 Launcher. Roughly Half of The recoil they Had before.
Also arming time for 203's has been dropped from .30 seconds to .15, just the minimum range you need to launch a 203, detonate on impact and not get damaged from it, assuming your not
running forward at the time of firing.
This Change Affects ALL weapons capable of Firing 203's not just the M240, so for Assault Rifles like M4, AK47, etc, it will affect its launchers as well. shouldn't be much of an issue
since those guns are unchanged from stock IC weapons, so no biggie, but just as a Reminder, the 203's on them Arm in half the time as before, so careful with Friendly's nearby.
-Enabled Stinger to Be Used While Swimming
-Changed Ammo Count for Javelin from 2 Missiles to 4, each one is its own clip still and needs to reload after each shot.
-Increased Rounds on Silenced SR25 and PSG1 from 60 to 120 as per GAK RANKER's Request.
-Changed M16/203 from Burst Mode to full auto
-Added a New Grenade Type (& fixed some Glitches with Flashbangs as a result of new addition),
On Player Setup from Main Menu, CS aka Tear Gas Grenades, are now Selectable. They Completely Replace Smoke Grenades for All Classes, there are no more Smokes in the Game, at least until I
can figure out how to attach multiple weapons to the same slots like the multicolored smokes all on slot 6 (they were utterly useless in COOP anyways, and rarely used in TDM's etc, as well
as a Pain in the Butt in Coops with lagging maps with people throwing tons of them, at least this way they don't have to be disabled via WolfRAT). I tried already and totally hosed the
Weapon file, luckily I had a backup of it.
I also tried this with the P90 as a Side Arm, and although I changed it Category, Rank and StatID settings (which controls where a weapon is located in Loadout), it still showed up with
primary weapons, except there was 2 P90's in the Primary Section, both Identical and Showing up with M18C secondary Ammo where the Round types are supposed to show up (this is what I meant
by totally hosing the file)
anyways, when you select CS grenades from player setup or Armory's in the game,it shows the ammo count but the name is blank, thats the CS grenades.
in game on the HUD it shows up as "Tear Gas", you have 4/4 rounds (2x clips, 4 nades each), they have the same Physics and Damage settings as the CS nades from the Pump Shotgun, and you can
throw them just as far too. (100+ Meters if Arc'd)
Due to some Glitch setting this up, the Flash Bangs got hosed somehow, at least in what is displayed, when you load the mod up, you have to start up through Typhoon Rising or Escalation
FIRST!!!!!!!!!!
Then Load IC mod from With in the game on the Expansions Tab in order for the CS grenades to show up.
Once thats loaded, if you go to your player setup screen you'll see 0 Flashbangs as default, where it should say 4 or 8... you can still select 8 from the list, but this is a glitch when
the game loads, if you had it for 8 before, and it shows as 0 now, its still 8, just shows up as 0. go in to a LAN game with it set at 0 and you'll see what I mean, it shows up as 8
flashbangs in game. I also had to change the clip size to a single 8 round clip, as there was another Glitch Where in game Flashbangs showed up as 4/0 for rounds, when it should of been
4/4, for total of 8, no matter what you set in player setup or in armory's, Most you would have is 4, even if 8 was selected, go back to armory and they were reset to 0...
to work around this, thats why I changed the clip size to 8 instead, that fixed it, still shows up as 2 clips, but at least its 8/0 now and gives you 8 flashes.
- With the Above Addition, Fixes and Glitches, Sorry Chuck, the P90 will stay as a Primary until I can figure out how to change that to add it as a Secondary as well.
Going to have to take a look and IC:E Mod's Weapon File to see how they switched the Weapon Locations, to get a better idea how to do that in IC.
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January 26th 2010
-First Change, Mod Name Change, Will no Longer be MDK, but will be referred to as JO IC Firestorm Mod.
Custom Logo for Weapon Mod can Be Seen here: http://i10.photobucket.com/albums/a117/ShazMX6/My%203D%20Backgrounds/JOICFIRESTORMMODLOGO21080HDHiQualit.jpg
Current Version is still 0.7 and Nicknamed Sternal SAW.
-Custom JO IC Firestorm Mod Loading Screen. (Pictured and linked above)
Along with the new Weapon and Ammo DEF files will be 2 PCX image files, one is named loadscrn.pcx, this is the stock 800x600 image that is used as the Map/Server Load Screen, and is the
preferred one to use, file size is twice that of IC mods stock screen, but doesn't affect map load times that much.
the other image file is labeled loadscrn_HD.pcx, this is the same image, but a much larger 1080 Full size Load screen and weighs in at almost 4 to 5 times that of the main one mentioned
above, this one however causes EXTREME long load times for even the smallest maps, and should only be used if you can stand the load times and feel the need to See an HD version of the load
Screen...
There is an Included JPEG version of the same HD PCX file, it weighs in at the same size as the smaller PCX file, and can be used to Look at and "admire" LOL...
JPEG version can't be used for load screen, as the game needs a PCX image with "loadscrn" as the file name.
in order to load the HD PCX image, you just need to rename it "loadscrn" with out quotations, and it will load THAT image next time you load a map with the mod.
Otherwise the stock Firestorm Mod Image will be used.
Its Recommended to just use the stock one though, less load times, more Killing time LOL.
-M9, has been modded as a last resort fall back weapon for those wanting that.
Ammo has NOT been changed and the M9 is still the weakest side arm of all the secondary's, but its been changed for Unlimited Ammo, fires a 3 round burst mode, and has a slightly raised
rate of fire, not REALLY fast, but you easily pull off all 3 rounds in less than a second.
no recoil changes, no sighting changes, aside from Unlimited ammo, burst mode and rate of fire tweak the gun is still the same.
its intended for those that would rather a weapon to fall back on, if they run out of ammo for Primary and Accessory weapons.
You have a choice, grab the M9, or go for a weapon with Superior Stopping power, range, rate of fire, and extra features.
can't have both, but some would value the M9 over the others.
Think of it like Some Shooters where the Base starting Weapon has unlimited ammo, but limited range and stopping power, so if you run out of ammo on the better guns, you still have that to
fall back on.
in this case, you have your Knife and the M9 to fall back on if you choose the M9.
-MP5SD Secondary has been tweaked with Range, Elevation settings on HUD when zoomed in on sight. Elevation in 50M increments.
much easier to pull off long distance shots with it now. Managed to make a 885M kill with it, 3 round burst mode with the Barret Rounds makes for a nice combo with these settings, keep in
mind Zoom is still only 5x, but a steady prone shot you can manage a kill at that range.
-MP5SD Primary has been modded with the same characteristics of the Secondary, but with Full Auto mode, no burst mode, and fires its stock 9mm rounds, but has same Scope Zoom level (5x),
elevation and Range settings.
So Riflemen can carry the MP5SD Primary with Auto Mode (switchable to semi auto as before), Stock Rounds, Ammo count, range etc, but with similar HUD options as the Secondary MP5SD which
can be carried as well, but has the Barret rounds, burst mode, and increased Ammo count.
-MP5A2 10mm, Both Primary and Secondary are Equally Matched, Ammo Counts, Clip size, rates of fire, so aside from HUD differences HUD target Reticle on Primary, and Iron sights on
Secondary, you can carry 2 MP5A2 10mm SMG's, just can't use both at once. 8 Clips, 50 rounds each, 400 Total, PER GUN.
-Standard M4 (Not the Reflex M4), and M4/203 have been altered with TWICE the rounds, 60 per clip, 600 total, same 10 clips, as well as Rate of Fire increased slightly.
also enabled a minimum 2x zoom, up to 6x zoom.
recoil for ammo is unchanged and no Elevation or Range to target on HUD. Zoomed in with slight ROF change, makes it hard to keep on target, even for as little of a change to rate of fire
there is, would have to drop Recoil rate for Ammo, which is shared by many other guns, that have not been changed yet.
203 Count on the M4/203 has been doubled, total of 12 rounds now. No other changes for now.
========== January 27, 2010==========
- M4 Reflex, has now been modded with 50 cal rounds from the standard 50cal emplacements.
nothing else changed on weapon, as it was an attempt to modify the weapon to be like the .50 Beowulf AR-15 Rifle, which is a medium powered Rifle but has the stopping power of the .50 cal
round.
it is not using the Gargantuan Barret Round, but the .50 cal Emplaced weapon on most vehicles, etc, I couldn't figure out how to match it for the real Beowulf Rounds as far as Velocity and
penetration effects, so will have to do as it is now.
Clip size is the same, as in real life you can source out higher capacity mags from the standard 30 round clips due to the rounds larger size. and rate of fire is unchanged, since when I
read about the gun, only the upper reciever is changed, and shouldn't affect the over all rate of fire much from the standard AR-15/M4
It easily takes out baddies in a single shot, and you can now easily take out light armor vehicles like BTR's and Strykers on a single clip or so. which was the intent of modding this gun,
from the regular M4 with higher rate of fire and larger ammo capacity.
I should of lessened the overall ammo count for this weapon, as carrying around 300 50 cal rounds is going to a lot heavier than 300 5.56mm rounds, but keeping it the same for now.
January 28, 2010:
-Thermites are now set for 8 rounds, 2 clips 4 each. Thermites also have same Velocity (throwing range) as standard Frag, Flash and Smoke Grenades now.
January 29,2010:
-Frag Mortars are now set to a much slower rate of Fire than before, but much faster than stock, and ammo count dropped down to 500 Rounds (1 round in clip one, 499 in clip 2, same glitch
as before, rapid auto fire starts in clip 2), HE mortars (Howitzer Rounds), have been fixed, no more semi auto on those, had to enable auto fire on them, and raise the rate of fire on them
insanely high, as a result you can only fire them off about as fast as stock mortars in regular IC, give or take a moment or two, all rounds for mortars except Frags have been fixed for
this.
so no semi auto firing of He anymore, ranges are unaffected by this.
Frag mortar rates was dropped on request and since I also was experiencing Audio glitches in some maps when other players using them near by, sounded like my game had crashed with audio
glitch loop, but was just an audio issue and game was fine.
-WP Mortar aka Smoke Mortars have been replaced with Nuke Howitzer Rounds and have about 25-30 seconds between shots.
(Above Mortar ROF Tweaks Further Changed, Read Below)
-Mortar Round Rates fixed, Frags same as above, but Ammo count is now still 500, but set for 2 clips, its actually 1 round in 1st clip, then 250 rounds in 2nd and 249 rounds in the 3rd
clip, still some sort of glitch.
Flash, Illumination and HE mortars are the same as that, but Fire Rates have been tweaked so you only fire a round every 5 secs or so between shots. tad bit faster than stock IC Frag Mortar
rates.
WP Mortars using the Nuke Howitzer Rounds show as a full 500 Rounds in one clip, but rate of fire has been tweaked so that its roughly 90 to 100 Seconds between shots now (1.5 minutes).
Most players aren't going to be willing to sit there for that long waiting to fire, unless their sitting on an armory.
I can't get the rounds down to a single round, so this excruciatingly long wait time will have to do.
-PKM, Ammo Increased to 200 Rounds per clip, 800 Total, Rate of Fire Increased as well.
-RPK changed to 10 clips, 90 rounds each, 900 Total (Stock IC actually had it set to 45 rounds 13 clips = 585, but the file was set to 720 rounds total to start with, so someone on the IC
mod team had that messed up), Rate of fire increased slightly, should be same as PKM above.
-FN-Mag (rebels M240) ammo count upped to 333 rounds, 3 clips, 999 total. Rate of Fire Doubled.
-PSG1 (Regular), is now matched with the SR25 for Zoom, Elevation, Rate of Fire, and Ammo/Clip count.
So now, players can choose SR25 or PSG1, equally matched, or SR25s or PSG1s (Helo Rocket Ammo), equally matched.
-HK G36 Reflex, 10 Clips, 100 Rounds (C-Mags with no Models, shows as standard clip on gun, but supposed to be like C-Mags), 1000 total, boosted rate of fire (roughly doubled), fires G3 7.62mm rounds now, Semi Auto, is the same, rate of fire is just slightly less
though but should be able to semi auto faster than stock.
Min 2x Zoom, 6x Max, Elevation, Range, and 50M Increments on Scope.
February 1st, 2010:
-Standard G36 changed to 50 cal emplaced ammo like the M4 Reflex, ROF unchanged, ammo count increased to 400 Total, 8 Clips down from 10 clips, 50 Rounds per clip up from 30.
has same Sighting/Scope Settings of M4 Reflex, but uses Stock G36 Sight/scope.
so for all intents and purposes, aside from Ammo counts and Rate of Fire, the Standard G36 is similar to the M4 Reflex BeoWulf.
This Version of the G36 is the "Ranker Special"
-FN FNC ammo changed to G3 7.62 Rounds for greater stopping power, other aspects unchanged for now.
-G3 rounds Changed to Barret 50 Rounds, other aspects Unchanged for now.
-Fixed PSG1 rate of fire, I had a couple more settings to match the SR25, NOW it has the same rate of fire and reload speeds as the SR25.
Its Been About 2 Months Since last release, so am Releasing Version 0.7 as is, and will make further changes with 8.
As Soon As I get the Files Packed into a RAR file, I'll put a download link in here.
If You Experience Any Glitches of Problems aside from User Error "installing" the Mod, let me know so I can try and fix them if possible.
And No, have no idea how many hours were put into this version, but I know it was several sleepless days and nights over the last month or two just testing...
alt tab out, fix, alt tab back, DAMN Locked up, Shut down, Restart game, load IC mod, load LAN server, load Map, Test, Alt Tab back out, Fix, save file, Alt Tab back, reload server, test, Alt Tab Back out, Fix, Save, Alt Tab in, DAMN Locked up again, Wash Rinse Repeat...
actually worse than testing maps with having to reload the game many times over.
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guigaclt Management Team


Joined: Aug 20, 2009 Posts: 74 Location: B. Charlotte, NC, USA 19.25 Dollars
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Posted: Mon Feb 01, 2010 8:58 am Post subject: |
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Shaz,
Quick question: Where do I find the download file?
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ShazMX6 Newbie


Joined: Aug 18, 2009 Posts: 173 Location: Z. USA 10051.75 Dollars
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ShazMX6 Newbie


Joined: Aug 18, 2009 Posts: 173 Location: Z. USA 10051.75 Dollars
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Posted: Mon Feb 01, 2010 9:09 am Post subject: |
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| guigaclt wrote:
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Shaz,
Quick question: Where do I find the download file?
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Right above... Had to upload the file first, took a few minutes of processing it, meanwhile I sent an Email to all those that I had emails for with the file attached.
Right now, Server isn't running it, 1st Marine and Werewolf are in playing right now, so not going to disturb them, will wait till no one is in playing before loading it.
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ShazMX6 Newbie


Joined: Aug 18, 2009 Posts: 173 Location: Z. USA 10051.75 Dollars
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Posted: Mon Feb 01, 2010 10:54 am Post subject: |
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Version 7 is up and running on the Server.
got to first PSP in Vbox, with out getting kicked out, so its working fine.
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RANKER GAKster


Joined: Dec 07, 2009 Posts: 39 Location: X. Montreal, Québec, Canada 10.25 Dollars
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Posted: Mon Feb 01, 2010 12:18 pm Post subject: |
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Sean
Many thanks for all your efforts, it is more then
appreciated.
You give us weapons that we badly needed.
Now people, LET'S KICK SOME A...S HA HA HA HA
===================================
BTW Shaz, will it be fesable to change the distance
at which a med pack can be thrown ?
(maybe, like your satchels or your new grenade)
That will greatly save the life of medics I think lol.
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____________ ALL THE BEST
Ranker...out!!!
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ShazMX6 Newbie


Joined: Aug 18, 2009 Posts: 173 Location: Z. USA 10051.75 Dollars
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Posted: Sat Feb 06, 2010 9:13 pm Post subject: |
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About 2 Dozen "new" maps (old maps, but new in line up), loaded onto server, a few don't run via WolfRAT, but most of the 2 Dozen, or at least half of them, maybe a bit more, run.
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