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View Full Version : Realism Mod to Server?!


Anteaus
11-16-2002, 03:19 PM
Has anybody successfully added their own Realism mod to Spearhead yet? If so how did you accomplish this?


thanks
Ant
:D

FlyingWalrus
11-16-2002, 06:34 PM
What Kind of Realism Mod do you mean? e.g. Modded Weapons, with modified Damage, etc... ? If so yes. Just by editing away in the modes/weapons/*.tik files.

CavMan
11-17-2002, 09:30 AM
Has anybody successfully added their own Realism mod to Spearhead yet? If so how did you accomplish this?


thanks
Ant
:D

We did on our server...refer to the post above this one as to how...and then popping it into a .pk3 file.

Anteaus
11-17-2002, 12:18 PM
Yeah I have already modded the tik files accordingly, I was wondering the best way to go about getting them onto the Server?

ie
Making a z_weapons.pk3 file of some sort and dropping into the mainta folder or actually adding the moddified tik files back into pak1.pk3 and sending it to the server?

sorry about that if I wasn't clear on it:)


thanks again guy
Ant :D

CavMan
11-17-2002, 01:17 PM
I guess it's really personal preference really. It is just as easy to extract a pristine pak1.pk3 file and insert it back on your server as it is to remove a custom .pk3 file.

Anteaus
11-18-2002, 06:21 AM
thanks cavman, I just sent the pak1.pk3 over and it's working like a champ:)


thanks again
Ant

thejerk
11-18-2002, 10:10 AM
First, by editing the stock pak files, how will this effect sv_pure? My guess is that things will be slightly awkward and you might not be able to allow anyone on your server with sv_pure on (making an assumption here). On the other hand, from what RD said about the localization file in another thread, wouldn't that be the same with a custom pk3 file? I'm beginning to wonder if the server and client need to have the exact same pk3s to work together...

DK666
11-18-2002, 01:01 PM
Sitting Duck modded our server. Added realisim to the weapons and changed some item loadouts. Made the smoke nades last longer.

No complaints so far.....

thejerk
11-18-2002, 03:44 PM
I'd like to hear what CK has to say about this... he did, afterall, create the original CKR. ;)

SNYPE
11-18-2002, 04:14 PM
Hey DK666, its your SD,Ca friend here.
Do you know how he did the mods, create a custom cfg or did he open the originals and modify them?
How is all of this going to work when they fix the sv_pure?

CavMan
11-18-2002, 05:56 PM
Hey DK666, its your SD,Ca friend here.
Do you know how he did the mods, create a custom cfg or did he open the originals and modify them?
How is all of this going to work when they fix the sv_pure?
I would like to hear what Crow King has to say too. Your questions are kind of moot until sv_pure is actually implemented (if ever).

DK666
11-18-2002, 06:03 PM
Ill have SD join in.....

Sitting_Duck
11-18-2002, 11:46 PM
You should never alter the origional pak files. Always create seperate files with the same folder extensions as the original pak. ie; origonal: pak1/models/weapons/p38.tik mod: model/weapons/p38.tik you compile the mod into a pk3 file and give it a name that you can identify it as your own. As for making the modifications heres part of one of my modified weapons. The G43 sniper rifle. The changes I made to the weapon are noted by // SDR MOD then the origional value. I hope this is what you wanted to know. And yes I will admit that Crow King was my inspiration for the mod I made for MOHAA. I used that knowledge and ran my own tests on the knew .tik files which were created for SH. I also give credit to him in my readme file. Along with DK666. If not for his server and CK's mod I would have stopped playing MOHAA a long time ago. I hope this was the info you were looking for. As for tools, I just used pakscape. Its quite simple really. Keep in mind the script below is only part of the wpn file.

************************************************** ***********
TIKI

setup
{
scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
path models/weapons/g43
skelmodel g43.skd
surface g43cull shader g43cull
surface g43 shader g43
surface svt_lens shader svt_lens
surface g43_clip shader g43
}
$define sounddir sound/weapons

init
{
server
{
//========================================//
// WEAPON NAME //
//========================================//
classname Weapon
weapontype rifle
name "G 43"
rank 230 230

//========================================//
// WEAPON ACCURACY //
//========================================//
//Gewehr 43 Semi-automatic Sniping Rifle (7.92x57mm Mauser)

sp bulletrange 4000 //the range at which bulletspread is applied
sp bulletspread 50 50 150 150 //SDR MOD 59 59 140 140 //minpitch minyaw maxpitch maxyaw
sp zoomspreadmult 0.045 // SDR MOD 0.055 //bulletspread accuracy boost multiplier when zoomed

dm bulletrange 4000
dm bulletspread 50 50 150 150 //SDR MOD 59 59 300 300 //further increased to encourage standing still while firing
//and to counteract the fact t0hat you move slower with the weapon
dm zoomspreadmult 0.045 // SDR MOD 0.055

realism bulletrange 4000
realism bulletspread 50 50 150 150 //SDR MOD 35 35 100 100

realism zoomspreadmult 0.045 // SDR MOD 0.055

//========================================//
// DAMAGE / RATE OF FIRE //
//========================================//
sp bulletdamage 100
dm bulletdamage 100
sprealism bulletdamage 100
dmrealism bulletdamage 100

sp firedelay .80 //SDR MOD 1.45
dm firedelay .80 //SDR MOD 1.45
realism firedelay .80 //SDR MOD 1.45

realism throughwood 24
realism throughmetal 8

//========================================//
// PLAYER MOVEMENT //
//========================================//
sp movementspeed 1.0 // SDR MOD 0.91
sp zoommovement .77 //SDR MOD 0.5

dm movementspeed 1.0 // SDR MOD 0.825
dm zoommovement .77 //SDR MOD 0.5

realism movementspeed 1.0 // SDR MOD 0.825
realism zoommovement .77 //SDR MOD 0.5

//========================================//
// RIFLE BUTT / SECONDARY FIRE //
//========================================//

//========================================//
// AMMO //
//========================================//
firetype bullet
ammotype "rifle"
meansofdeath bullet
semiauto
clipsize 10
ammorequired 1
bulletlarge 1

sp startammo 60 //SDR MOD 10
dm startammo 60 //SDR MOD 50
sprealism startammo 60 //SDR MOD 10
dmrealism startammo 60 //SDR MOD 50

// Additional DM Loadout
dm additionalstartammo "grenade" 1
dm additionalstartammo "smokegrenade" 2 //SDR MOD 1
dm additionalstartammo "pistol" 41 //SDR MOD

// Additional DM Loadout
dmrealism additionalstartammo "grenade" 1
dmrealism additionalstartammo "smokegrenade" 2 //SDR MOD 1
dmrealism additionalstartammo "pistol" 41 //SDR MOD

//========================================//
// TRACERS, CROSSHAIR, ZOOM //
//========================================//
crosshair 1
zoom 30

//========================================//

thejerk
11-19-2002, 12:18 AM
Sweet! I think I'm going to take CKR and kinda run with it for my own server. Just wish I had more time to work on it and still be able to play the game. Now I'm going to have to find some info on these new weapons like the new axis sniper, the sten and the russian smg. Don't know how interested anyone would be, but I'm looking for a modder specifically for the server... just PM me if you're interested in helping out... I'd appreciate it.

Sitting_Duck
11-19-2002, 03:39 AM
Do you have the MOHAA CKR working on the SH server? As far as I could tell you wouldn't be able to do it since the file structure is different. I have uploaded my mod to alliedassault.com and now its just a matter of waiting for it to be posted. I made two versions, one with and one with out rockets ammo enabled. Good luck with your ventures.

Some details of SDR.
all player weapons have been modified/
the portable mg42 has 100 rounds of ammo/
the smoke grenade initial fuse time increased and actual burn time increased/
grenade counts for smoke and fragmentation changed depending on the main wpn/
main wpn ammo increased/
added pistol ammo for certain wpns. Mainly the bolt action rifles and sniper rifles have increased pistol ammo. The bazooka and panzershriek players also have increased pistol ammo. Since when they discover they don't have rockets they will need all the help they can get.

I considered adding MG42 ammo to some of the riflemen but didn't test it out yet. Well I guess thats it for now.

UGC-Booter
11-19-2002, 10:46 AM
I would also like to hear from Crow King about his ckr mod and the recent increase of people using his template to make a working SpearHead version.

I origionally thouht that I wouldn't make my version available to anyone else because I didn't want to make people believe I had thought it up....I just reversed engineered what Crow King had done and did some research on the new weapons myself.

I would like to make it available so people could get it on the servers....IMHO thats the only way to play the game.

www.chiro71@adelphia.net

I will not release a copy untill I hear from everone here concerning this topic...I will give Crow King his credit in the readme...like I said I used his old settings for the old weapons.

Sitting_Duck
11-19-2002, 04:01 PM
I did find after testing, people started to note the fps when entering the smoke from the smoke grenades were dropping quickly. So I have removed that option from my realism mod. I gave all the props to CK for providing the blueprint for the mod which was run on DK666's AA server. I ran with that and went on to SH. I haven't really had any major complaints so far. There has been some discussion on the BAR. Its a back and forth issue. For the AA server it had been set to a much more realistic rof than what the game had it set to. The research I did was between text and footage from WW II film and some Hollywood.